List of cards

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Revision as of 18:27, 21 August 2024 by Flynd (talk | contribs) (Update card text for Village Green according to errata.)
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Here is the list of all Dominion card shaped items, such as events, ways, cards, ETC.
  • Most data columns indicate the card's effect on the turn when you play them (or the turn when you buy them, for Events; the turn when you receive them, for Boons/Hexes; etc). The main exception is the Victory Points: "+VP" indicate VP token wins, "VP" refer to victory card or "when scoring" effect (e.g. Landmark).
  • "N" in a data column means on your next turn, "NN" means two turns from now. "N..." means on all or indefinitely many future turns.
  • "C" means when you call a Reserve card.
  • "?" denote a possibility (you may) or a choice on the card (e.g. Specialist).
  • "!" denote a condition to get the mentioned effect by resolving the played card ("!" is not used before effect using "X" as it denote already a condition).
  • Asterisks denote any other effects that relate to the card beyond the turn when it's played: "*" denotes one-shot conditions (e.g. on gain) and "**" denotes more persistent conditions (e.g. whenever another card is played).
  • (Parentheses denote the likely equivalent or indirect effect of the card.)
  • "P" means allowing you to play card from your hand (Conclave, Imp, etc.), from the supply (Command variants) or other areas, as part of playing that card, possibly more than once (Throne Room variants). It is combined with actions/villages for Action card because it increases the number of actions you can play similarly. It is combined with Coins/Coffer for Treasure card because it increases buying power similarly.
  • "R" means cost reduction and is combined with coins/coffers because it increases buying power similarly.
Name Set Types Cost Text Actions / Villagers Cards Buys Coins / Coffers Trash / Return Exile Junk Gain Victory Points
Cellar Base Action $2 +1 Action
Discard any number of cards, then draw that many.
+1 -X, +X
Chapel Base Action $2 Trash up to 4 cards from your hand. 0-4
Moat Base Action - Reaction $2 +2 Cards
When another player plays an Attack card, you may first reveal this from your hand, to be unaffected by it.
+2
Chancellor Base, 1E Action $3 +$2
You may immediately put your deck into your discard pile.
+$2
Harbinger Base, 2E Action $3 +1 Card
+1 Action
Look through your discard pile. You may put a card from it onto your deck.
+1 +1
Merchant Base, 2E Action $3 +1 Card
+1 Action
The first time you play a Silver this turn, +$1.
+1 +1 !+$1
Vassal Base, 2E Action $3 +$2
Discard the top card of your deck. If it's an Action card, you may play it.
!P1? +$2
Village Base Action $3 +1 Card
+2 Actions
+2 +1
Woodcutter Base, 1E 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 onto your deck. Each other player reveals a Victory card from their hand and puts it onto their deck (or reveals a hand with no Victory cards). 1
Feast Base, 1E Action $4 Trash this card. Gain a card costing up to $5. Self 1
Gardens Base Victory $4 Worth 1VP per 10 cards you have (round down). X VP
Militia Base Action - Attack $4 +$2
Each other player discards down to 3 cards in hand.
+$2
Moneylender Base Action $4 You may trash a Copper from your hand for +$3. !+$3 1?
Poacher Base, 2E Action $4 +1 Card
+1 Action
+$1
Discard a card per empty Supply pile.
+1 +1, -X +$1
Remodel Base Action $4 Trash a card from your hand. Gain a card costing up to $2 more than it. 1 !1
Smithy Base Action $4 +3 Cards +3
Spy Base, 1E 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, 1E 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.
X
Throne Room Base Action $4 You may play an Action card from your hand twice. P2?
Bandit Base, 2E Action - Attack $5 Gain a Gold. Each other player reveals the top 2 cards of their deck, trashes a revealed Treasure other than Copper, and discards the rest. 1
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
+1 +2
Library Base Action $5 Draw until you have 7 cards in hand, skipping any Action cards you choose to; set those aside, discarding them afterwards. =7
Market Base Action $5 +1 Card
+1 Action
+1 Buy
+$1
+1 +1 +1 +$1
Mine Base Action $5 You may trash a Treasure card from your hand. Gain a Treasure card to your hand costing up to $3 more than it. !(+1) 1? !1
Sentry Base, 2E Action $5 +1 Card
+1 Action
Look at the top 2 cards of your deck. Trash and/or discard any number of them. Put the rest back on top in any order.
+1 +1 0-2?
Witch Base Action - Attack $5 +2 Cards
Each other player gains a Curse.
+2 1
Adventurer Base, 1E Action $6 Reveal cards from your deck until you reveal 2 Treasure cards. Put those Treasure cards into your hand and discard the other revealed cards. +2
Artisan Base, 2E Action $6 Gain a card to your hand costing up to $5.
Put a card from your hand onto your deck.
(+1), -1 1
Copper Base Treasure $0 $1 +$1
Silver Base Treasure $3 $2 +$2
Gold Base Treasure $6 $3 +$3
Estate Base Victory $2 1VP 1 VP
Duchy Base Victory $5 3VP 3 VP
Province Base Victory $8 6VP 6 VP
Curse Base Curse $0 –1VP -1 VP
Courtyard Intrigue Action $2 +3 Cards
Put a card from your hand onto your deck.
+3, -1
Lurker Intrigue, 2E Action $2 +1 Action
Choose one: Trash an Action card from the Supply; or gain an Action card from the trash.
+1 1 Supply? 1?
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, 1E 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, 1E Action - Victory $3 +1 Card
+1 Action
1VP
+1 +1 1 VP
Masquerade Intrigue Action $3 +2 Cards
Each player with any cards in hand passes one to the next such player to their left, at once. Then you may trash a card from your hand.
+2, -1 1? 1?, !Self 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 their deck and gains a card with the same cost that you choose.
+$2 !1
Wishing Well Intrigue Action $3 +1 Card
+1 Action
Name a card, then reveal the top card of your deck. If you named it, put it into your hand.
+1 +1, !+1
Baron Intrigue Action $4 +1 Buy
You may discard an Estate for +$4. If you don't, gain an Estate.
-1? +1 !+$4 !1
Bridge Intrigue Action $4 +1 Buy
+$1
This turn, cards (everywhere) cost $1 less.
+1 +$1, R1
Conspirator Intrigue Action $4 +$2
If you’ve played 3 or more Actions this turn (counting this), +1 Card and +1 Action.
!+1 !+1 +$2
Coppersmith Intrigue, 1E Action $4 Copper produces an extra $1 this turn. +$X
Diplomat Intrigue, 2E Action - Reaction $4 +2 Cards
If you have 5 or fewer cards in hand (after drawing), +2 Actions.
When another player plays an Attack card, you may first reveal this from a hand of 5 or more cards, to draw 2 cards then discard 3.
!+2 +2
**+2, **-3
Ironworks Intrigue Action $4 Gain a card costing up to $4. If the gained card is an...
Action card, +1 Action
Treasure card, +$1
Victory card, +1 Card
!+1 !+1 !+$1 1
Mill Intrigue, 2E Action - Victory $4 +1 Card
+1 Action
You may discard 2 cards, for +$2.
1VP
+1 +1, - 0-2?(X) !+$X 1 VP
Mining Village Intrigue Action $4 +1 Card
+2 Actions
You may trash this for +$2.
+2 +1 !+$2 Self?
Scout Intrigue, 1E 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 + 0-4
Secret Passage Intrigue, 2E Action $4 +2 Cards
+1 Action
Take a card from your hand and put it anywhere in your deck.
+1 +2, -1
Courtier Intrigue, 2E Action $5 Reveal a card from your hand. For each type it has (Action, Attack, etc.), choose one: +1 Action; or +1 Buy; or +$3; or gain a Gold. The choices must be different. +1? +1? +$3? 1?
Duke Intrigue Victory $5 Worth 1VP per Duchy you have. X VP
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 their hand and draws 4 cards.
+1 -X +4 ? +$2?
Patrol Intrigue, 2E Action $5 +3 Cards
Reveal the top 4 cards of your deck. Put the Victory cards and Curses into your hand. Put the rest back in any order.
+ 3-7
Replace Intrigue, 2E Action - Attack $5 Trash a card from your hand. Gain a card costing up to $2 more than it. If the gained card is an Action or Treasure, put it onto your deck; if it's a Victory card, each other player gains a Curse. 1 !1 1
Saboteur Intrigue, 1E Action - Attack $5 Each other player reveals cards from the top of their deck until revealing one costing $3 or more. They trash that card and may gain a card costing at most $2 less than it. They discard the other revealed cards. !1
Torturer Intrigue Action - Attack $5 +3 Cards
Each other player either discards 2 cards or gains a Curse to their hand, their choice. (They may pick an option they can't do.)
+3 1?
Trading Post Intrigue Action $5 Trash 2 cards from your hand. If you did, gain a Silver to your hand. !(+1) 2 !1
Tribute Intrigue, 1E 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, +$2
Victory Card, +2 Cards
+2Z +2Y +$X
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
Harem
Farm
Intrigue Treasure - Victory $6 $2
2VP
+$2 2 VP
Nobles Intrigue Action - Victory $6 Choose one: +3 Cards; or +2 Actions.
2VP
+2? +3? 2 VP
Embargo Seaside, 1E Action $2 +$2
Trash this to add an Embargo token to a Supply pile. (For the rest of the game, when a player buys a card from that pile, they gain a Curse.)
+$2 Self **1?
Haven Seaside Action - Duration $2 +1 Card
+1 Action
Set aside a card from your hand face down (under this). At the start of your next turn, put it into your hand.
+1 +1, -1, N +1
Lighthouse Seaside Action - Duration $2 +1 Action
+$1
At the start of your next turn, +$1.
Until then, when another player plays an Attack card, it doesn't affect you.
+1 +$1, N +$1
Native Village Seaside Action $2 +2 Actions
Choose one: Put the top card of your deck face down on your Native Village mat (you may look at those cards at any time); or put all the cards from your mat into your hand.
+2 +X?
Pearl Diver Seaside, 1E Action $2 +1 Card
+1 Action
Look at the bottom card of your deck. You may put it on top.
+1 +1
Ambassador Seaside, 1E 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. 0-2? !1
Astrolabe Seaside, 2E Treasure - Duration $3 Now and at the start of your next turn:
$1
+1 Buy
+1, N +1 +$1, N +$1
Fishing Village Seaside Action - Duration $3 +2 Actions
+$1
At the start of your next turn: +1 Action and +$1.
+2, N +1 +$1, N +$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 back on top of your deck.
+1 1
Monkey Seaside, 2E Action - Duration $3 Until your next turn, when the player to your right gains a card, +1 Card.
At the start of your next turn, +1 Card.
**+1, N +1
Sea Chart Seaside, 2E Action $3 +1 Card
+1 Action
Reveal the top card of your deck. If you have a copy of it in play, put it into your hand.
+1 +1, !+1
Smugglers Seaside Action $3 Gain a copy of a card costing up to $6 that the player to your right gained on their last turn. 1
Warehouse Seaside Action $3 +3 Cards
+1 Action
Discard 3 cards.
+1 +3, -3
Blockade Seaside, 2E Action - Duration - Attack $4 Gain a card costing up to $4, setting it aside.
At the start of your next turn, put it into your hand. While it's set aside, when another player gains a copy of it on their turn, they gain a Curse.
N +1 **1? 1
Caravan Seaside Action - Duration $4 +1 Card
+1 Action
At the start of your next turn, +1 Card.
+1 +1, N +1
Cutpurse Seaside Action - Attack $4 +$2
Each other player discards a Copper (or reveals a hand with no Copper).
+$2
Island Seaside Action - Victory $4 Put this and a card from your hand onto your Island mat.
2VP
1, Self 2 VP
Navigator Seaside, 1E Action $4 +$2
Look at the top 5 cards of your deck. Either discard them all, or put them back in any order.
+$2
Pirate Ship Seaside, 1E Action - Attack $4 Choose one: +$1 per Coin token on your Pirate Ship mat; or each other player reveals the top 2 cards of their deck, trashes one of those Treasures that you choose, and discards the rest, and then if anyone trashed a Treasure you add a Coin token to your Pirate Ship mat. +$X?
Sailor Seaside, 2E Action - Duration $4 +1 Action
Once this turn, when you gain a Duration card, you may play it.
At the start of your next turn, +$2 and you may trash a card from your hand.
+1, !P1? N +$2 N 1?
Salvager Seaside Action $4 +1 Buy
Trash a card from your hand. +$1 per $1 it costs.
+1 +$X 1
Sea Hag Seaside, 1E Action - Attack $4 Each other player discards the top card of their deck, then gains a Curse onto their deck. 1
Tide Pools Seaside, 2E Action - Duration $4 +3 Cards
+1 Action
At the start of your next turn, discard 2 cards.
+1 +3, N -2
Treasure Map Seaside Action $4 Trash this and a Treasure Map from your hand. If you trashed two Treasure Maps, gain 4 Golds onto your deck. 1?, Self !4
Bazaar Seaside Action $5 +1 Card
+2 Actions
+$1
+2 +1 +$1
Corsair Seaside, 2E Action - Duration - Attack $5 +$2
At the start of your next turn, +1 Card. Until then, each other player trashes the first Silver or Gold they play each turn.
N +1 +$2
Explorer Seaside, 1E Action $5 You may reveal a Province from your hand. If you do, gain a Gold to your hand. If you don't, gain a Silver to your hand. !(+1) !1
Ghost Ship Seaside, 1E Action - Attack $5 +2 Cards
Each other player with 4 or more cards in hand puts cards from their hand onto their deck until they have 3 cards in hand.
+2
Merchant Ship Seaside Action - Duration $5 Now and at the start of your next turn: +$2. +$2, N +$2
Outpost Seaside Action - Duration $5 You only draw 3 cards for your next hand. Take an extra turn after this one (but not a 3rd turn in a row).
Pirate Seaside, 2E Action - Duration - Reaction $5 At the start of your next turn, gain a Treasure costing up to $6 to your hand.
When any player gains a Treasure, you may play this from your hand.
**Pself N (+1) N 1
Sea Witch Seaside, 2E Action - Duration - Attack $5 +2 Cards
Each other player gains a Curse.
At the start of your next turn, +2 Cards, then discard 2 cards.
+2, N +2, N -2 1
Tactician Seaside Action - Duration $5 If you have at least one card in hand: Discard your hand, and at the start of your next turn, +5 Cards, +1 Action, and +1 Buy. !N +1 -X, !N +5 !N +1
Treasury Seaside Action $5 +1 Card
+1 Action
+$1
At the end of your Buy phase this turn, if you didn't gain a Victory card in it, you may put this onto your deck.
+1 +1 +$1
Wharf Seaside Action - Duration $5 Now and at the start of your next turn: +2 Cards and +1 Buy. +2, N +2 +1, N +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 !(3 VP)
Vineyard Alchemy Victory P Worth 1VP per 3 Action cards you have (round down). X VP
Herbalist Alchemy Action $2 +1 Buy
+$1
Once this turn, when you discard a Treasure from play, you may put it onto your deck.
+1 +$1
Apothecary Alchemy Action $2P +1 Card
+1 Action
Reveal the top 4 cards of your deck. Put the Coppers and Potions into your hand. Put the rest back in any order.
+1 + 1-5
Scrying Pool Alchemy Action - Attack $2P +1 Action
Each player (including you) reveals the top card of their deck and either discards it or puts it back, your choice. Then reveal cards from your deck until revealing one that isn’t an Action. Put all of those revealed cards into your hand.
+1 +X
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
At the start of Clean-up this turn, if you have a Potion in play, you may put this onto your deck.
+1 +2
Familiar Alchemy Action - Attack $3P +1 Card
+1 Action
Each other player gains a Curse.
+1 +1 1
Philosopher's Stone Alchemy Treasure $3P Count your deck and discard pile.
+$1 per 5 cards total between them (round down).
+$X
Golem Alchemy Action $4P Reveal cards from your deck until you reveal 2 Action cards other than Golems. Discard the other cards, then play the Action cards in either order. P1, P1
Apprentice Alchemy Action $5 +1 Action
Trash a card from your hand. +1 Card per $1 it costs. +2 Cards if it has P in its cost.
+1 +X 1
Possession Alchemy Action $6P The player to your left takes an extra turn after this one (but not a 2nd extra turn in a row), in which you can see all cards they can and make all decisions for them. Any cards or D they would gain on that turn, you gain instead; any cards of theirs that are trashed are set aside and put in their discard pile at end of turn. X
Potion Alchemy Treasure $4 P +$
Anvil Prosperity, 2E Treasure $3 $1
You may discard a Treasure to gain a card costing up to $4.
-1? +$1 !1
Loan Prosperity, 1E Treasure $3 $1
Reveal cards from your deck until you reveal a Treasure. Discard it or trash it. Discard the other cards.
+$1 1?
Trade Route Prosperity, 1E Action $3 +1 Buy
Trash a card from your hand. +$1 per Coin token on the Trade Route mat.
Setup: Add a Coin token to each Victory Supply pile; move that token to the Trade Route mat when a card is gained from the pile.
+1 +$X 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, to either trash that card or put it onto your deck.
=6 **1?
Bishop Prosperity Action $4 +$1
+1 VP
Trash a card from your hand. +1 VP per $2 it costs (round down). Each other player may trash a card from their hand.
+$1 1 +1 VP, +X VP
Clerk Prosperity, 2E Action - Reaction - Attack $4 +$2
Each other player with 5 or more cards in hand puts one onto their deck.
At the start of your turn, you may play this from your hand.
Pself +$2
Investment Prosperity, 2E Treasure $4 Trash a card from your hand.
Choose one: +$1; or trash this to reveal your hand for +1VP per differently named Treasure there.
+$1? 1 +X VP?
Monument Prosperity Action $4 +$2
+1 VP
+$2 +1 VP
Quarry Prosperity Treasure $4 $1
This turn, Actions cost $2 less.
+$1, !R2
Talisman Prosperity, 1E Treasure $4 $1
While you have this in play, when you buy a non-Victory card costing $4 or less, gain a copy of it.
+$1 !1
Tiara Prosperity, 2E Treasure $4 +1 Buy
This turn, when you gain a card, you may put it onto your deck.
You may play a Treasure from your hand twice.
+1 P2?
Worker's Village Prosperity Action $4 +1 Card
+2 Actions
+1 Buy
+2 +1 +1
Charlatan Prosperity, 2E Action - Attack $5 +$3
Each other player gains a Curse.
In games using this, Curse is also a Treasure worth $1.
+$3 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 Buy and +$1.
+2 +1, !+1 !+1 !+$1
Collection Prosperity, 2E Treasure $5 $2
+1 Buy
This turn, when you gain an Action card, +1VP.
+1 +$2 +X VP
Contraband Prosperity, 1E Treasure $5 $3
+1 Buy
The player to your left names a card. You can’t buy that card this turn.
+1 +$3
Counting House Prosperity, 1E Action $5 Look through your discard pile, reveal any number of Coppers from it, and put them into your hand. +X
Crystal Ball Prosperity, 2E Treasure $5 $1
Look at the top card of your deck. You may trash it, discard it, or, if it's an Action or Treasure, play it.
!P1? +$1, !P1? 1?
Magnate Prosperity, 2E Action $5 Reveal your hand.
+1 Card per Treasure in it.
+X
Mint Prosperity Action $5 You may reveal a Treasure card from your hand. Gain a copy of it.
When you gain this, trash all non-Duration Treasures you have in play.
*X 1?
Mountebank Prosperity, 1E Action - Attack $5 +$2
Each other player may discard a Curse. If they don’t, they gain a Curse and a Copper.
+$2 2?
Rabble Prosperity Action - Attack $5 +3 Cards
Each other player reveals the top 3 cards of their deck, discards the revealed Actions and Treasures, and puts the rest back in any order they choose.
+3
Royal Seal Prosperity, 1E Treasure $5 $2
While you have this in play, when you gain a card, you may put that card onto your deck.
+$2
Vault Prosperity Action $5 +2 Cards
Discard any number of cards for +$1 each.
Each other player may discard 2 cards, to draw a card.
+2, -X +$X
Venture Prosperity, 1E Treasure $5 $1
Reveal cards from your deck until you reveal a Treasure. Discard the other cards. Play that Treasure.
+$1, P1
War Chest Prosperity, 2E Treasure $5 The player to your left names a card. Gain a card costing up to $5 that hasn't been named for War Chests this turn. 1
Goons Prosperity, 1E Action - Attack $6 +1 Buy
+$2
Each other player discards down to 3 cards in hand.
While you have this in play, when you buy a card, +1 VP.
+1 +$2 +X VP
Grand Market Prosperity Action $6* +1 Card
+1 Action
+1 Buy
+$2.
You can’t buy this if you have any Coppers in play.
+1 +1 +1 +$2
Hoard Prosperity Treasure $6 $2
This turn, when you gain a Victory card, if you bought it, gain a Gold.
+$2 X
Bank Prosperity Treasure $7 +$1 per Treasure card you have in play (counting this). +$X
Expand Prosperity Action $7 Trash a card from your hand. Gain a card costing up to $3 more than it. 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 $ of the trashed cards. X 1
King's Court Prosperity Action $7 You may play an Action card from your hand three times. P3?
Peddler Prosperity Action $8* +1 Card
+1 Action
+$1
During a player's Buy phase, this costs $2 less per Action card they have in play.
+1 +1 +$1, RXself
Platinum Prosperity Treasure $9 $5 +$5
Colony Prosperity Victory $11 10VP 10 VP
Hamlet Cornucopia Action $2 +1 Card
+1 Action
You may discard a card for +1 Action. You may discard a card for +1 Buy.
+1, !+1 +1, -2? !+1
Fortune Teller Cornucopia, 1E Action - Attack $3 +$2
Each other player reveals cards from the top of their deck until they reveal a Victory card or a Curse. They put it on top and discard the rest.
+$2
Menagerie Cornucopia Action $3 +1 Action
Reveal your hand. If the revealed cards all have different names, +3 Cards. Otherwise, +1 Card.
+1 +1, !+2
Farming Village Cornucopia, 1E Action $4 +2 Actions
Reveal cards from your deck until you reveal a Treasure or Action card. Put that card into your hand and discard the rest.
+2 +1
Horse Traders Cornucopia, 1E Action - Reaction $4 +1 Buy
+$3
Discard 2 cards.
When another player plays an Attack card, you may first 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
*N +1
+1 +$3
Remake Cornucopia Action $4 Do this twice: Trash a card from your hand, then gain a card costing exactly $1 more than it. 2 2
Tournament Cornucopia, 1E Action $4 +1 Action
Each player may reveal a Province from their hand. If you do, discard it and gain any Prize (from the Prize pile) or a Duchy, onto your deck. If no-one else does, +1 Card and +$1.
+1 !+1 !+$1 !1 !(3 VP?)
Young Witch Cornucopia Action - Attack $4 +2 Cards
Discard 2 cards. Each other player gains a Curse unless they reveal a Bane from their hand.
Setup: Add an extra Kingdom card pile costing $2 or $3 to the Supply. Its cards are Banes.
+2, -2 !1
Harvest Cornucopia, 1E 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 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. 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 copy of one in your hand. Put it into your hand and discard the rest.
+1 +2
Jester Cornucopia Action - Attack $5 +$2
Each other player discards the top card of their deck. If it’s a Victory card they gain a Curse; otherwise they gain a copy of the discarded card or you do, your choice.
+$2 !1? !1?
Fairgrounds Cornucopia Victory $6 Worth 2VP per 5 differently named cards you have (round down). X VP
Bag of Gold Cornucopia, 1E Action - Prize $0* +1 Action
Gain a Gold onto your deck.
(This is not in the Supply.)
+1 1
Diadem Cornucopia, 1E Treasure - Prize $0* $2
+$1 per unused Action you have (Action, not Action card).
(This is not in the Supply.)
+$2, +$X
Followers Cornucopia, 1E Action - Attack - Prize $0* +2 Cards
Gain an Estate. Each other player gains a Curse and discards down to 3 cards in hand.
(This is not in the Supply.)
+2 1 1 (1 VP)
Princess Cornucopia, 1E Action - Prize $0* +1 Buy
This turn, cards cost $2 less.
(This is not in the Supply.)
+1 R2
Trusty Steed Cornucopia, 1E Action - Prize $0* Choose two: +2 Cards; or +2 Actions; or +$2; or gain 4 Silvers and put your deck into your discard pile. The choices must be different.
(This is not in the Supply.)
+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. !+3 +X
Duchess Hinterlands, 1E Action $2 +$2. Each player (including you) looks at the top card of their deck and may discard it.
In games using this, when you gain a Duchy, you may gain a Duchess.
+$2 **Self
Fool's Gold Hinterlands Treasure - Reaction $2 If this is the first time you played a Fool's Gold this turn, +$1, otherwise +$4.
When another player gains a Province, you may trash this from your hand, to gain a Gold onto your deck.
+$1, !+$3 **Self **1
Develop Hinterlands Action $3 Trash a card from your hand. Gain two cards onto your deck, with one costing exactly $1 more than it, and one costing exactly $1 less than it, in either order. 1 2
Guard Dog Hinterlands, 2E Action - Reaction $3 +2 Cards
If you have 5 or fewer cards in hand, +2 Cards.
When another player plays an Attack, you may first play this from your hand.
**Pself +2, !+2
Oasis Hinterlands Action $3 +1 Card
+1 Action
+$1
Discard a card.
+1 +1, -1 +$1
Oracle Hinterlands, 1E Action - Attack $3 Each player (including you) reveals the top 2 cards of their deck, and discards them or puts them back, your choice (they choose the order). Then, +2 Cards. +2
Scheme Hinterlands Action $3 +1 Card
+1 Action
This turn, you may put one of your Action cards onto your deck when you discard it from play.
+1 +1
Tunnel Hinterlands Victory - Reaction $3 2VP
When you discard this other than during Clean-up, you may reveal it to gain a Gold.
!1 2 VP
Jack of All Trades Hinterlands Action $4 Gain a Silver.
Look at the top card of your deck; you may discard it.
Draw until you have 5 cards in hand.
You may trash a non-Treasure card from your hand.
=5 1? 1
Noble Brigand Hinterlands, 1E Action - Attack $4 +$1
Each other player reveals the top 2 cards of their deck, trashes a revealed Silver or Gold you choose, discards the rest, and gains a Copper if they didn't reveal a Treasure. You gain the trashed cards.
When you buy this, do its attack.
+$1 1?
*1?
X
*X
Nomad Camp Hinterlands, 1E Action $4 +1 Buy
+$2
This is gained onto your deck (instead of to your discard pile).
+1 +$2
Nomads Hinterlands, 2E Action $4 +1 Buy
+$2
When you gain or trash this, +$2.
+1 +$2
*+$2
Silk Road Hinterlands, 1E Victory $4 Worth 1VP for every 4 Victory cards you have (round down). X VP
Spice Merchant Hinterlands Action $4 You may trash a Treasure from your hand to choose one: +2 Cards and +1 Action; or +1 Buy and +$2. !+1? !+2? !+1? !+$2? 1?
Trader Hinterlands Action - Reaction $4 Trash a card from your hand. Gain a Silver per $1 it costs.
When you gain a card, you may reveal this from your hand, to exchange the card for a Silver.
1 X
Trail Hinterlands, 2E Action - Reaction $4 +1 Card
+1 Action
When you gain, trash, or discard this, other than in Clean-up, you may play it.
+1
*Pself
+1
Weaver Hinterlands, 2E Action - Reaction $4 Gain two Silvers or a card costing up to $4.
When you discard this other than in Clean-up, you may play it.
*Pself 1-2?
Berserker Hinterlands, 2E Action - Attack $5 Gain a card costing less than this. Each other player discards down to 3 cards in hand.
When you gain this, if you have an Action in play, play this.
*Pself 1
Cache Hinterlands, 1E Treasure $5 $3
When you gain this, gain 2 Coppers.
+$3 2Self 2
Cartographer Hinterlands Action $5 +1 Card
+1 Action
Look at the top 4 cards of your deck. Discard any number of them, then put the rest back in any order.
+1 +1
Cauldron Hinterlands, 2E Treasure - Attack $5 $2
+1 Buy
The third time you gain an Action this turn, each other player gains a Curse.
+1 +$2 !1
Embassy Hinterlands, 1E Action $5 +5 Cards
Discard 3 cards.
When you gain this, each other player gains a Silver.
+5, -3
Haggler Hinterlands Action $5 +$2
This turn, when you gain a card, if you bought it, gain a cheaper non-Victory card.
+$2 X
Highway Hinterlands Action $5 +1 Card
+1 Action
This turn, cards cost $1 less.
+1 +1 R1
Ill-Gotten Gains Hinterlands, 1E Treasure $5 $1
You may gain a Copper to your hand.
When you gain this, each other player gains a Curse.
(+1)? +$1 Self?
*1
1?
Inn Hinterlands Action $5 +2 Cards
+2 Actions
Discard 2 cards.
When you gain this, reveal any number of Action cards from your discard pile and shuffle them into your deck.
+2 +2, -2
Mandarin Hinterlands, 1E Action $5 +$3
Put a card from your hand onto your deck.
When you gain this, put all Treasures you have in play onto your deck in any order.
-1 +$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
Souk Hinterlands, 2E Action $5 +1 Buy
+$7
$1 per card in your hand (you can't go below $0).
When you gain this, trash up to 2 cards from your hand.
+1 +$7, -$X *0-2?
Stables Hinterlands Action $5 You may discard a Treasure, for +3 Cards and +1 Action. !+1 -1?, !+3
Wheelwright Hinterlands, 2E Action $5 +1 Card
+1 Action
You may discard a card to gain an Action card costing as much as it or less.
+1 +1, -1? !1
Witch's Hut Hinterlands, 2E Action - Attack $5 +4 Cards
Discard 2 cards, revealed. If they're both Actions, each other player gains a Curse.
+4, -2 !1
Border Village Hinterlands Action $6 +1 Card
+2 Actions
When you gain this, gain a cheaper card.
+2 +1 *1
Farmland Hinterlands Victory $6 2VP
When you gain this, trash a card from your hand and gain a non-Farmland card costing exactly $2 more than it.
*1 *1 2 VP
Poor House Dark Ages Action $1 +$4
Reveal your hand. –$1 per Treasure card in your hand. (You can't go below $0.)
+$4, -$X
Beggar Dark Ages Action - Reaction $2 Gain 3 Coppers to your hand.
When another player plays an Attack card, you may first discard this to gain 2 Silvers, putting one onto your deck.
(+3) (+$3) 3Self 3
*2
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?
*1
Vagrant Dark Ages Action $2 +1 Card
+1 Action
Reveal the top card of your deck. If it’s a Curse, Ruins, Shelter, or Victory card, put it into your hand.
+1 +1, !+1
Forager Dark Ages Action $3 +1 Action
+1 Buy
Trash a card from your hand, then +$1 per differently named Treasure in the trash.
+1 +1 +$X 1
Hermit Dark Ages Action $3 Look through your discard pile. You may trash a non-Treasure from it or from your hand.
Gain a card costing up to $3.
At the end of your Buy phase this turn, if you didn't gain any cards in it, exchange this for a Madman.
1?, !*Self 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 to gain a Gold.
+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
Storeroom Dark Ages Action $3 +1 Buy
Discard any number of cards, then draw that many. Then discard any number of cards for +$1 each.
-Y, +Y, -X +1 +$X
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 first trash this, to gain a Mercenary.
+1 +1 !Self? !1
Armory Dark Ages Action $4 Gain a card onto your deck costing up to $4. 1
Death Cart Dark Ages Action - Looter $4 You may trash this or an Action card from your hand, for +$5.
When you gain this, gain 2 Ruins.
+$5 1 or Self? 2Self 2
Feodum Dark Ages Victory $4 Worth 1VP per 3 Silvers you have (round down).
When you trash this, gain 3 Silvers.
*3 X VP
Fortress Dark Ages Action $4 +1 Card
+2 Actions
When you trash this, put it into your hand.
+2 +1
*(+Self)
*(1)
Ironmonger Dark Ages Action $4 +1 Card
+1 Action
Reveal the top card of your deck; you may discard it. Either way, if it is an...
Action card, +1 Action
Treasure card, +$1
Victory card, +1 Card
+1, !+1 +1, !+1 !+$1
Marauder Dark Ages Action - Attack - Looter $4 Gain a Spoils. Each other player gains a Ruins. 1 1
Procession Dark Ages Action $4 You may play a non-Duration Action card from your hand twice. Trash it. Gain an Action card costing exactly $1 more than it. P2? !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 you trash this, +1 Card.
+1 +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 onto your deck.
+$2
Wandering Minstrel Dark Ages Action $4 +1 Card
+2 Actions
Reveal the top 3 cards of your deck. Put the Action cards back in any order and discard the rest.
+2 +1
Band of Misfits Dark Ages Action - Command $5 Play a non-Command Action card from the Supply that costs less than this, leaving it there. (P1)
Bandit Camp Dark Ages Action $5 +1 Card
+2 Actions
Gain a Spoils.
+2 +1 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; or put a card from your hand onto your deck; or gain a Copper.
Choose one: +$3; or trash your hand; or gain a Duchy.
-1?, -2? +$3? X? Self? 1?, 1? (3 VP?)
Counterfeit Dark Ages Treasure $5 $1
+1 Buy
You may play a non-Duration Treasure from your hand twice. Trash it.
+1 +$1, P2? !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.
P1? +2
*+3
1
Graverobber Dark Ages Action $5 Choose one: Gain a card from the trash costing from $3 to $6, onto 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, then reveal the top card of your deck. If you named it, put it into your hand.
+1 !+1 +$2
Pillage Dark Ages Action - Attack $5 Trash this. If you did, gain 2 Spoils, and each other player with 5 or more cards in hand reveals their hand and discards a card that you choose. Self 2
Rebuild Dark Ages Action $5 +1 Action
Name a card. Reveal cards from your deck until you reveal a Victory card you did not name. Discard the rest, 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 their 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 you trash this, gain a Duchy or 3 Estates.
+4 *1 or 3 *(3 VP)
Abandoned Mine Dark Ages Action - Ruins $0 +$1 +$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.
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 their deck, trashes one of them costing from $3 to $6, and discards the rest. If a Knight is trashed by this, trash this. 0-2?, !Self
Dame Josephine Dark Ages Action - Attack - Victory - Knight $5 Each other player reveals the top 2 cards of their deck, trashes one of them costing from $3 to $6, and discards the rest. If a Knight is trashed by this, trash this.
2VP
!Self 2 VP
Dame Molly Dark Ages Action - Attack - Knight $5 +2 Actions
Each other player reveals the top 2 cards of their deck, trashes one of them costing from $3 to $6, and discards the rest. If a Knight is trashed by this, trash this.
+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 their deck, trashes one of them costing from $3 to $6, and discards the rest. If a Knight is trashed by this, trash this. !Self 1?
Dame Sylvia Dark Ages Action - Attack - Knight $5 +$2
Each other player reveals the top 2 cards of their deck, trashes one of them costing from $3 to $6, and discards the rest. If a Knight is trashed by this, trash this.
+$2 !Self
Sir Bailey Dark Ages Action - Attack - Knight $5 +1 Card
+1 Action
Each other player reveals the top 2 cards of their deck, trashes one of them costing from $3 to $6, and discards the rest. If a Knight is trashed by this, trash this.
+1 +1 !Self
Sir Destry Dark Ages Action - Attack - Knight $5 +2 Cards
Each other player reveals the top 2 cards of their deck, trashes one of them costing from $3 to $6, and discards the rest. If a Knight is trashed by this, trash this.
+2 !Self
Sir Martin Dark Ages Action - Attack - Knight $4 +2 Buys
Each other player reveals the top 2 cards of their deck, trashes one of them costing from $3 to $6, and discards the rest. If a Knight is trashed by this, trash this.
+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 their deck, trashes one of them costing from $3 to $6, and discards the rest. If a Knight is trashed by this, trash this. !Self
Sir Vander Dark Ages Action - Attack - Knight $5 Each other player reveals the top 2 cards of their deck, trashes one of them costing from $3 to $6, and discards the rest. If a Knight is trashed by this, trash this.
When you trash this, gain a Gold.
!Self *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.)
+2 +X Self
Mercenary Dark Ages Action - Attack $0* You may trash 2 cards from your hand. If you did, +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 Spoils pile.
(This is not in the Supply.)
+$3 Self
Hovel Dark Ages Reaction - Shelter $1 When you gain 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 0VP
When you trash this, +1 Card.
*+1
Candlestick Maker Guilds Action $2 +1 Action
+1 Buy
+1 Coffers
+1 +1 +$1
Stonemason Guilds Action $2+ Trash a card from your hand. Gain 2 cards each costing less than it.
Overpay: Gain 2 Action cards each costing the amount overpaid.
1 2
*2?
Doctor Guilds, 1E Action $3+ Name a card. Reveal the top 3 cards of your deck. Trash the matches. Put the rest back in any order.
Overpay: Per $1 overpaid, look at the top card of your deck; trash it, discard it, or put it back.
!0-3
*X
Masterpiece Guilds, 1E Treasure $3+ $1
Overpay: Gain a Silver per $1 overpaid.
+$1 *X
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 and put the rest into your hand.
+1 +3, !-1
Herald Guilds Action $4+ +1 Card
+1 Action
Reveal the top card of your deck. If it's an Action, play it.
Overpay: Per $1 overpaid, put any card from your discard pile onto your deck.
+1, !P1 +1
Plaza Guilds Action $4 +1 Card
+2 Actions
You may discard a Treasure for +1 Coffers.
+2 +1, -1? !+$1
Taxman Guilds, 1E 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 they can't). Gain a Treasure onto your deck costing up to $3 more than it. 1? !1
Baker Guilds Action $5 +1 Card
+1 Action
+1 Coffers
Setup: Each player gets +1 Coffers.
+1 +1 +$1
Butcher Guilds Action $5 +2 Coffers
You may trash a card from your hand, to gain a card, costing up to $1 more than it per Coffers you spend.
+$2, -$X 1? !1
Journeyman Guilds Action $5 Name a card. Reveal cards from your deck until you reveal 3 cards without that name. Put those cards into your hand and discard the rest. +3
Merchant Guild Guilds Action $5 +1 Buy
+$1
At the end of your Buy phase this turn, +1 Coffers per card you gained in it.
+1 +$1
*+$X
Soothsayer Guilds Action - Attack $5 Gain a Gold. Each other player gains a Curse, and if they did, draws a card. 1 1
Farrier Cornucopia & Guilds, 2E Action $2+ +1 Card
+1 Action
+1 Buy
Overpay: +1 Card at the end of this turn per $1 overpaid.
+1 +1, *+X +1
Shop Cornucopia & Guilds, 2E Action $3 +1 Card
+$1
You may play an Action card from your hand that you don't have a copy of in play.
P1? +1 +$1
Infirmary Cornucopia & Guilds, 2E Action $3+ +1 Card
You may trash a card from your hand.
Overpay: Play this once per $1 overpaid.
*PselfX +1 1?
Farmhands Cornucopia & Guilds, 2E Action $4 +1 Card
+2 Action
When you gain this, you may set aside an Action or Treasure from your hand, and play it at the start of your next turn.
+2, N P1? +1
Carnival Cornucopia & Guilds, 2E Action $5 Reveal the top 4 cards of your deck. Put one of each differently named card into your hand and discard the rest. + 1-4
Ferryman Cornucopia & Guilds, 2E Action $5 +2 Cards
+1 Action
Discard a card.
Setup: Choose an unused Kingdom card pile costing $3 or $4.
Gain one when you gain a Ferryman.
+1 +2, -1 *1
Footpad Cornucopia & Guilds, 2E Action - Attack $5 +2 Coffers
Each other player discards down to 3 cards in hand.
In games using this, when you gain a card in an Action phase, +1 Card.
N... **+X +$2
Joust Cornucopia & Guilds, 2E Action $5 +1 Card
+1 Action
+$1
You may set aside a Province from your hand to gain any Reward to your hand. Discard the Province in Clean-up.
+1 +1, !+1 +$1 !1
Coronet Cornucopia & Guilds, 2E Action - Treasure - Reward $0* You may play a non-Reward Action from your hand twice.
You may play a non-Reward Treasure from your hand twice.
(This is not in the Supply.)
P2? P2?
Courser Cornucopia & Guilds, 2E Action - Reward $0* Choose two different options: +2 Cards; +2 Actions; +$2; gain 4 Silvers.
(This is not in the Supply.)
+2? +2? +$2? 4?
Demesne Cornucopia & Guilds, 2E Action - Victory - Reward $0* +2 Actions
+2 Buys
Gain a Gold.
Worth 1 VP per Gold you have.
(This is not in the Supply.)
+2 +2 1 X VP
Housecarl Cornucopia & Guilds, 2E Action - Reward $0* +1 Card per differently named Action card you have in play.
(This is not in the Supply.)
+X
Huge Turnip Cornucopia & Guilds, 2E Treasure - Reward $0* +2 Coffers
+$1 per Coffers you have.
(This is not in the Supply.)
+$2, +$X
Renown Cornucopia & Guilds, 2E Action - Reward $0* +1 Buy
This turn, cards cost $2 less.
(This is not in the Supply.)
+1 R2
Coin of the Realm Adventures Treasure - Reserve $2 $1
Put this on your Tavern mat.
After you play an Action card, you may call this, for +2 Actions.
C+2 +$1
Page Adventures Action - Traveller $2 +1 Card
+1 Action
When you discard this from play, you may exchange it for a Treasure Hunter.
+1 +1 Self?
Peasant Adventures Action - Traveller $2 +1 Buy
+$1
When you discard this from play, you may exchange it for a Soldier.
+1 +$1 Self?
Ratcatcher Adventures Action - Reserve $2 +1 Card
+1 Action
Put this on your Tavern mat.
At the start of your turn, you may call this, to trash a card from your hand.
+1 +1 C1
Raze Adventures Action $2 +1 Action
Trash this or a card from your hand. Look at one card from the top of your deck per $1 the trashed card costs. Put one of them into your hand and discard the rest.
+1 !+1 1 or Self?
Amulet Adventures Action - Duration $3 Now and at the start of your next turn, choose one: +$1; or trash a card from your hand; or gain a Silver. +$1?, N +$1? 1?, N 1? 1?, N 1?
Caravan Guard Adventures Action - Duration - Reaction $3 +1 Card
+1 Action
At the start of your next turn, +$1.
When another player plays an Attack card, you may first play this from your hand.
+1
**Pself
+1 N +$1
Dungeon Adventures Action - Duration $3 +1 Action
Now and at the start of your next turn: +2 Cards, then discard 2 cards.
+1 +2, -2, N +2, N -2
Gear Adventures Action - Duration $3 +2 Cards
Set aside up to 2 cards from your hand face down (under this). At the start of your next turn, put them into your hand.
+2, - 0-2?(X), N +X
Guide Adventures Action - Reserve $3 +1 Card
+1 Action
Put this on your Tavern mat.
At the start of your turn, you may call this, to discard your hand and draw 5 cards.
+1 +1, C-X?, !+5
Duplicate Adventures Action - Reserve $4 Put this on your Tavern mat.
When you gain a card costing up to $6, you may call this, to gain a copy of that card.
C1
Magpie Adventures Action $4 +1 Card
+1 Action
Reveal the top card of your deck. If it's a Treasure, put it into your hand. If it's an Action or Victory card, gain a Magpie.
+1 +1, !+1 !1
Messenger Adventures Action $4 +1 Buy
+$2
You may put your deck into your discard pile.
When this is the first card you gain in your Buy phase, gain a card costing up to $4, and each other player gains a copy of it.
+1 +$2 !1
Miser Adventures Action $4 Choose one: Put a Copper from your hand onto your Tavern mat; or +$1 per Copper on your Tavern mat. +$X? 1?
Port Adventures Action $4 +1 Card
+2 Actions
When you gain this, gain another Port (that doesn't come with another).
+2 +1 *1
Ranger Adventures Action $4 +1 Buy
Turn your Journey token over (it starts face up). Then if it's face up, +5 Cards.
!+5 +1
Transmogrify Adventures Action - Reserve $4 +1 Action
Put this on your Tavern mat.
At the start of your turn, you may call this, to trash a card from your hand, and gain a card to your hand costing up to $1 more than it.
+1 C(+1) C1 C1
Artificer Adventures Action $5 +1 Card
+1 Action
+$1
Discard any number of cards. You may gain a card onto your deck costing exactly $1 per card discarded.
+1 +1, -X +$1 1?
Bridge Troll Adventures Action - Attack - Duration $5 Each other player takes their $1 token. On this turn and your next turn, cards cost $1 less.
Now and at the start of your next turn: +1 Buy.
+1, N +1 R1, N R1
Distant Lands Adventures Action - Reserve - Victory $5 Put this on your Tavern mat.
Worth 4 VP if on your Tavern mat at the end of the game (otherwise worth 0 VP).
!4 VP
Giant Adventures Action - Attack $5 Turn your Journey token over (it starts face up). Then if it's face down, +$1. If it's face up, +$5, and each other player reveals the top card of thier deck, trashes it if it costs from $3 to $6, and otherwise discards it and gains a Curse. +$1, !+$4 !1
Haunted Woods Adventures Action - Attack - Duration $5 At the start of your next turn: +3 Cards.
Until then, when any other player gains a card they bought, they put their hand onto their deck in any order.
N +3
Lost City Adventures Action $5 +2 Cards
+2 Actions
When you gain this, each other player draws a card.
+2 +2
Relic Adventures Treasure - Attack $5 $2
When you play this, each other player puts their –1 Card token on their deck.
+$2
Royal Carriage Adventures Action - Reserve $5 +1 Action
Put this on your Tavern mat.
After you play an Action card, if it's still in play, you may call this, to replay that Action.
+1
C P1
Storyteller Adventures Action $5 +1 Action
Play up to 3 Treasures from your hand. Then, +1 Card, and pay all of your $ and +1 Card per $1 you paid.
+1 +1, +X -$X
Swamp Hag Adventures Action - Attack - Duration $5 At the start of your next turn +$3.
Until then, when any other player gains a card they bought, they gain a Curse.
N +$3 !1
Treasure Trove Adventures Treasure $5 $2
Gain a Gold and a Copper.
+$2 Self 2
Wine Merchant Adventures Action - Reserve $5 +$4
+1 Buy
Put this on your Tavern mat.
At the end of your Buy phase, if you have at least $2 unspent, you may discard this from your Tavern mat.
+1 +$4, C-$2?
Hireling Adventures Action - Duration $6 At the start of each of your turns for the rest of the game: +1 Card N... +1
Alms Adventures Event $0 Once per turn: If you have no Treasures in play, gain a card costing up to $4. !1
Borrow Adventures Event $0 Once per turn: +1 Buy. If your –1 Card token isn't on your deck, put it there and +$1. (N -1) +1 !+$1
Quest Adventures Event $0 You may discard an Attack, two Curses, or six cards. If you do, gain a Gold. -X !1
Save Adventures Event $1 Once per turn: +1 Buy. Set aside a card from your hand, and put it into your hand at end of turn (after drawing). -1, (N +1) +1
Scouting Party Adventures Event $2 +1 Buy
Look at the top 5 cards of your deck. Discard 3 and put the rest back in any order.
+1
Travelling Fair Adventures Event $2 +2 Buys
When you gain a card this turn, you may put it onto your deck.
+2
Bonfire Adventures Event $3 Trash up to 2 Coppers you have in play. 0-2?
Expedition Adventures Event $3 Draw 2 extra cards for your next hand. (N +2)
Ferry Adventures Event $3 Move your $2 token to an Action Supply pile. (Cards from that pile cost $2 less on your turns.) **R2
Plan Adventures Event $3 Move your Trashing token to an Action Supply pile. (When you gain a card from that pile, you may trash a card from your hand.) **1?
Mission Adventures Event $4 Take an extra turn after this one (but not a 3rd turn in a row), during which you can't buy cards.
(You can still buy Events.)
Pilgrimage Adventures Event $4 Once per turn: Turn your Journey token over (it starts face up); then if it's face up, choose up to 3 differently named cards you have in play and gain a copy of each. !0-3?
Ball Adventures Event $5 Take your $1 token. Gain 2 cards each costing up to $4. -$1 2
Raid Adventures Event $5 Gain a Silver per Silver you have in play. Each other player puts their –1 Card token on their deck. X
Seaway Adventures Event $5 Gain an Action card costing up to $4.
Move your +1 Buy token to its pile. (When you play a card from that pile, you first get +1 Buy.)
**+1 1
Trade Adventures Event $5 Trash up to 2 cards from your hand. Gain a Silver per card you trashed. 0-2? !0-2
Lost Arts Adventures Event $6 Move your +1 Action token to an Action Supply pile. (When you play a card from that pile, you first get +1 Action.) **+1
Training Adventures Event $6 Move your +$1 token to an Action Supply pile. (When you play a card from that pile, you first get +$1.) **+$1
Inheritance Adventures Event $7 Once per game: Set aside a non-Command Action card from the Supply costing up to $4. Move your Estate token to it. (During your turns, Estates are also Command Actions with “Play the card with your Estate token, leaving it there.”) (P1)
Pathfinding Adventures Event $8 Move your +1 Card token to an Action Supply pile. (When you play a card from that pile, you first get +1 Card.) **+1
Soldier Adventures Action - Attack - Traveller $3* +$2
+$1 per other Attack you have in play. Each other player with 4 or more cards in hand discards a card.
When you discard this from play, you may exchange it for a Fugitive.
(This is not in the Supply.)
+$2, +$X Self?
Fugitive Adventures Action - Traveller $4* +2 Cards
+1 Action
Discard a card.
When you discard this from play, you may exchange it for a Disciple.
(This is not in the Supply.)
+1 +2, -1 Self?
Disciple Adventures Action - Traveller $5* You may play an Action card from your hand twice. Gain a copy of it.
When you discard this from play, you may exchange it for a Teacher.
(This is not in the Supply.)
P2? Self? !1
Teacher Adventures Action - Reserve $6* Put this on your Tavern mat.
At the start of your turn, you may call this, to move your +1 Card, +1 Action, +1 Buy, or +$1 token to an Action Supply pile you have no tokens on. (When you play a card from that pile, you first get that bonus.)
(This is not in the Supply.)
C**+1? C**+1? C**+1? C**+$1?
Treasure Hunter Adventures Action - Traveller $3* +1 Action
+$1
Gain a Silver per card the player to your right gained on their last turn.
When you discard this from play, you may exchange it for a Warrior.
(This is not in the Supply.)
+1 +$1 Self? X
Warrior Adventures Action - Attack - Traveller $4* +2 Cards
Once per Traveller you have in play (including this), each other player discards the top card of their deck and trashes it if it costs $3 or $4.
When you discard this from play, you may exchange it for a Hero.
(This is not in the Supply.)
+2 Self?
Hero Adventures Action - Traveller $5* +$2
Gain a Treasure.
When you discard this from play, you may exchange it for a Champion.
(This is not in the Supply.)
+$2 Self? 1
Champion Adventures Action - Duration $6* +1 Action
For the rest of the game, when another player plays an Attack, it doesn't affect you, and when you play an Action card, you first get +1 Action.
(This is not in the Supply.)
+1, **+X
Engineer Empires Action 4D Gain a card costing up to $4. You may trash this. If you do, gain a card costing up to $4. Self? 1, !1
City Quarter Empires Action 8D +2 Actions
Reveal your hand. +1 Card per Action card revealed.
+2 +X
Royal Blacksmith Empires Action 8D +5 Cards
Reveal your hand; discard the Coppers.
+5, -X
Overlord Empires Action - Command 8D Play a non-Command Action card from the Supply costing up to $5, leaving it there. (P1)
Encampment Empires Action $2 +2 Cards
+2 Actions
You may reveal a Gold or Plunder from your hand. If you do not, set this aside, and return it to its pile at the start of Clean-up.
+2 +2 !Self
Patrician Empires Action $2 +1 Card
+1 Action
Reveal the top card of your deck. If it costs $5 or more, put it into your hand.
+1 +1, !+1
Settlers Empires Action $2 +1 Card
+1 Action
Look through your discard pile. You may reveal a Copper from it and put it into your hand.
+1 +1, +1? (+$1)?
Catapult Empires Action - Attack $3 +$1
Trash a card from your hand. If it costs $3 or more, each other player gains a Curse. If it's a Treasure, each other player discards down to 3 cards in hand.
+$1 1 !1
Chariot Race Empires Action $3 +1 Action
Reveal the top card of your deck and put it into your hand. The player to your left reveals the top card of their deck. If your card costs more, +$1 and +1 VP.
+1 +1 !+$1 !+1 VP
Enchantress Empires Action - Attack - Duration $3 Until your next turn, 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.
At the start of your next turn, +2 Cards.
N +2
Farmers' Market Empires Action - Gathering $3 +1 Buy
If there are 4VP or more on the Farmers' Market pile, take them and trash this. Otherwise, add 1VP to the pile and then +$1 per 1VP on the pile.
+1 !+ $1-$4 !Self !+4 VP
Gladiator Empires Action $3 +$2
Reveal a card from your hand. The player to your left may reveal a copy from their hand. If they don't, +$1 and trash a Gladiator from the Supply.
+$2, !+$1 !1 Supply
Rocks Empires Treasure $4 $1
When you gain or trash this: If it's your Buy phase, gain a Silver onto your deck, otherwise gain a Silver to your hand.
*(+1) +$1 *1
Sacrifice Empires Action $4 Trash a card from your hand. If it's an...
Action card, +2 Cards and +2 Actions
Treasure card, +$2
Victory card, +2 VP
!+2 !+2 !+$2 1 !+2 VP
Temple Empires Action - Gathering $4 +1 VP
Trash from 1 to 3 differently named cards from your hand. Add 1VP to the Temple pile.
When you gain this, take the VP from the Temple pile.
1-3 +1 VP
*+X VP
Villa Empires Action $4 +2 Actions
+1 Buy
+$1
When you gain this, put it into your hand, +1 Action, and if it's your Buy phase return to your Action phase.
+2
*+1
*(+Self) +1 +$1
Archive Empires Action - Duration $5 +1 Action
Set aside the top 3 cards of your deck face down (you may look at them). Now and at the start of your next two turns, put one into your hand.
+1 +1, N +1, NN +1
Bustling Village Empires Action $5 +1 Card
+3 Actions
Look through your discard pile. You may reveal a Settlers from it and put it into your hand.
+3 +1, +1?
Capital Empires Treasure $5 $6
+1 Buy
When you discard this from play, take 6D, and then you may pay off D.
+1 +$6, *+$
Charm Empires Treasure $5 Choose one: +1 Buy and +$2; or the next time you gain a card this turn, you may also gain a differently named card with the same cost. +1? +$2? 1?
Crown Empires Action - Treasure $5 If it's your Action phase, you may play an Action from your hand twice.
If it's your Buy phase, you may play a Treasure from your hand twice.
!P2? !P2?
Emporium Empires Action $5 +1 Card
+1 Action
+$1
When you gain this, if you have at least 5 Action cards in play, +2 VP.
+1 +1 +$1 *+2 VP
Forum Empires Action $5 +3 Cards
+1 Action
Discard 2 cards.
When you gain this, +1 Buy.
+1 +3, -2 *+1
Groundskeeper Empires Action $5 +1 Card
+1 Action
This turn, when you gain a Victory card, +1VP.
+1 +1 +X VP
Legionary Empires Action - Attack $5 +$3
You may reveal a Gold from your hand. If you do, each other player discards down to 2 cards in hand, then draws a card.
+$3
Plunder Empires Treasure $5 $2
+1 VP
+$2 +1 VP
Wild Hunt Empires Action - Gathering $5 Choose one: +3 Cards and add 1VP to the Wild Hunt pile; or gain an Estate, and if you do, take the VP from the pile. +3? 1? (1 VP?), +X VP
Fortune Empires Treasure $88D +1 Buy
Double your $ if you haven't yet this turn.
When you gain this, gain a Gold per Gladiator you have in play.
+1 !$x2 *X
Humble Castle Empires Treasure - Victory - Castle $3 $1
Worth 1VP per Castle you have.
+$1 X VP
Crumbling Castle Empires Victory - Castle $4 1VP
When you gain or trash this, +1 VP and gain a Silver.
*1 1 VP
*+1 VP
Small Castle Empires Action - Victory - Castle $5 Trash this or a Castle from your hand. If you do, gain a Castle.
2VP
1 or Self? 1 2 VP, (X VP)
Haunted Castle Empires Victory - Castle $6 2VP
When you gain this during your turn, gain a Gold, and each other player with 5 or more cards in hand puts 2 of them onto their deck.
*1 2 VP
Opulent Castle Empires Action - Victory - Castle $7 Discard any number of Victory cards, revealed. +$2 per card discarded.
3VP
-X +$2xX 3 VP
Sprawling Castle Empires Victory - Castle $8 4VP
When you gain this, gain a Duchy or 3 Estates.
*1 or 3 4 VP
*(3 VP)
Grand Castle Empires Victory - Castle $9 5VP
When you gain this, reveal your hand. +1 VP per Victory card in your hand and/or in play.
5 VP
*+X VP
King's Castle Empires Victory - Castle $10 Worth 2VP per Castle you have. X VP
Triumph Empires Event 5D Gain an Estate. If you did, +1 VP per card you've gained this turn. 1 (1 VP), +X VP
Annex Empires Event 8D Look through your discard pile. Shuffle all but up to 5 cards from it into your deck. Gain a Duchy. 1 (3 VP)
Donate Empires Event 8D At the start of your next turn, first, put your deck and discard pile into your hand, trash any number of cards from it, then shuffle the rest into your deck and draw 5 cards. N -X, N +5 X
Advance Empires Event $0 You may trash an Action card from your hand. If you do, gain an Action card costing up to $6. 1? !1
Delve Empires Event $2 +1 Buy
Gain a Silver.
+1 1
Tax Empires Event $2 Add 2D to a Supply pile.
Setup: Add 1D to each Supply pile. When a player gains a card in their Buy phase, they take the D from its pile.
Banquet Empires Event $3 Gain 2 Coppers and a non-Victory card costing up to $5. 2Self 3
Ritual Empires Event $4 Gain a Curse. If you do, trash a card from your hand. +1 VP per $1 it cost. 1 Self 1 (-1 VP), +X VP
Salt the Earth Empires Event $4 +1 VP
Trash a Victory card from the Supply.
1 Supply +1 VP
Wedding Empires Event $43D +1 VP
Gain a Gold.
1 +1 VP
Windfall Empires Event $5 If your deck and discard pile are empty, gain 3 Golds. !3
Conquest Empires Event $6 Gain 2 Silvers. +1 VP per Silver you've gained this turn. 2 +X VP
Dominate Empires Event $14 Gain a Province. If you do, +9 VP. 1 (6 VP), !+9 VP
Aqueduct Empires Landmark When you gain a Treasure, move 1VP from its pile to this. When you gain a Victory card, take the VP from this.
Setup: Put 8VP on the Silver and Gold piles.
+X VP
Arena Empires Landmark At the start of your Buy phase, you may discard an Action card. If you do, take 2VP from here.
Setup: Put 6VP here per player.
+2 VP
Bandit Fort Empires Landmark When scoring, –2VP for each Silver and each Gold you have. -X VP
Basilica Empires Landmark When you gain a card in your Buy phase, if you have $2 or more, take 2VP from here.
Setup: Put 6VP here per player.
+2 VP
Battlefield Empires Landmark When you gain a Victory card, take 2VP from here.
Setup: Put 6VP here per player.
+2 VP
Baths Empires Landmark When you end your turn without having gained a card, take 2VP from here.
Setup: Put 6VP here per player.
+2 VP
Colonnade Empires Landmark When you gain an Action card in your Buy phase, if you have a copy of it in play, take 2VP from here.
Setup: Put 6VP here per player.
+2 VP
Defiled Shrine Empires Landmark When you gain an Action, move 1VP from its pile to this.
When you gain a Curse in your Buy phase, take the VP from this.
Setup: Put 2VP on each non-Gathering Action Supply pile.
+X VP
Fountain Empires Landmark When scoring, 15VP if you have at least 10 Coppers. !15 VP
Keep Empires Landmark When scoring, 5VP per differently named Treasure you have, that you have more copies of than each other player, or tied for most. X VP
Labyrinth Empires Landmark When you gain a 2nd card in one of your turns, take 2VP from here.
Setup: Put 6VP here per player.
+2 VP
Mountain Pass Empires Landmark When you are the first player to gain a Province, each player bids once, up to 40D, ending with you. High bidder gets +8VP and takes the D they bid. !+8 VP
Museum Empires Landmark When scoring, 2VP per differently named card you have. X VP
Obelisk Empires Landmark When scoring, 2VP per card you have from the chosen pile.
Setup: Choose a random Action Supply pile.
X VP
Orchard Empires Landmark When scoring, 4VP per differently named Action card you have 3 or more copies of. X VP
Palace Empires Landmark When scoring, 3VP per set you have of Copper - Silver - Gold. X VP
Tomb Empires Landmark When you trash a card, +1 VP. +1 VP
Tower Empires Landmark When scoring, 1VP per non-Victory card you have from an empty Supply pile. X VP
Triumphal Arch Empires Landmark When scoring, 3VP per copy you have of the 2nd most common Action card among your cards (if it’s a tie, count either). X VP
Wall Empires Landmark When scoring, –1VP per card you have after the first 15. -X VP
Wolf Den Empires Landmark When scoring, –3VP per card you have exactly one copy of. -X VP
Druid Nocturne Action - Fate $2 +1 Buy
Receive one of the set-aside Boons (leaving it there).
Setup: Set aside the top 3 Boons face up.
+1
Faithful Hound Nocturne Action - Reaction $2 +2 Cards
When you discard this other than during Clean-up, you may set it aside, and put it into your hand at end of turn.
+2
(N +Self)
Guardian Nocturne Night - Duration $2 At the start of your next turn, +$1.
Until then, when another player plays an Attack card, it doesn't affect you.
This is gained to your hand (instead of your discard pile).
*(+Self) N +$1
Monastery Nocturne Night $2 For each card you've gained this turn, you may trash a card from your hand or a Copper you have in play. X
Pixie Nocturne Action - Fate $2 +1 Card
+1 Action
Discard the top Boon. You may trash this to receive that Boon twice.
Heirloom: Goat
+1 +1 Self?
Tracker Nocturne Action - Fate $2 +$1
This turn, when you gain a card, you may put it onto your deck.
Receive a Boon.
Heirloom: Pouch
+$1
Changeling Nocturne Night $3 Trash this. Gain a copy of a card you have in play.
In games using this, when you gain a card costing $3 or more, you may exchange it for a Changeling.
Self 1
*Self
Fool Nocturne Action - Fate $3 If you aren't the player with Lost in the Woods: take it, take 3 Boons, and receive the Boons in any order.
Heirloom: Lucky Coin
Ghost Town Nocturne Night - Duration $3 At the start of your next turn, +1 Card and +1 Action.
This is gained to your hand (instead of your discard pile).
N +1 *(+Self)
N +1
Leprechaun Nocturne Action - Doom $3 Gain a Gold. If you have exactly 7 cards in play, gain a Wish. Otherwise, receive a Hex. 1, 1?
Night Watchman Nocturne Night $3 Look at the top 5 cards of your deck, discard any number, and put the rest back in any order.
This is gained to your hand (instead of your discard pile).
*(+Self)
Secret Cave Nocturne Action - Duration $3 +1 Card
+1 Action
You may discard 3 cards. If you did, then at the start of your next turn, +$3.
Heirloom: Magic Lamp
+1 +1, -3? !N +$3
Bard Nocturne Action - Fate $4 +$2
Receive a Boon.
+$2
Blessed Village Nocturne Action - Fate $4 +1 Card
+2 Actions
When you gain this, take a Boon. Receive it now or at the start of your next turn.
+2 +1
Cemetery Nocturne Victory $4 2VP
When you gain this, trash up to 4 cards from your hand.
Heirloom: Haunted Mirror
*0-4 2 VP
Conclave Nocturne Action $4 +$2
You may play an Action card from your hand that you don't have a copy of in play. If you do, +1 Action.
P1?, +1? +$2
Devil's Workshop Nocturne Night $4 If the number of cards you've gained this turn is:
2+, gain an Imp;
1, gain a card costing up to $4;
0, gain a Gold.
1
Exorcist Nocturne Night $4 Trash a card from your hand. Gain a cheaper Spirit from one of the Spirit piles. 1 1
Necromancer Nocturne Action $4 Choose a face up, non-Duration Action card in the trash. Turn it face down for the turn, and play it, leaving it there.
Setup: Put the 3 Zombies into the trash.
(P1)
Shepherd Nocturne Action $4 +1 Action
Discard any number of Victory cards, revealing them. +2 Cards per card discarded.
Heirloom: Pasture
+1 -X, +2X
Skulk Nocturne Action - Attack - Doom $4 +1 Buy
Each other player receives the next Hex.
When you gain this, gain a Gold.
+1 *1
Cobbler Nocturne Night - Duration $5 At the start of your next turn, gain a card to your hand costing up to $4. (+1) N 1
Crypt Nocturne Night - Duration $5 Set aside any number of non-Duration Treasures you have in play, face down (under this). While any remain, at the start of each of your turns, put one of them into your hand. N +1, NN +1 ...
Cursed Village Nocturne Action - Doom $5 +2 Actions
Draw until you have 6 cards in hand.
When you gain this, receive a Hex.
+2 =6
Den of Sin Nocturne Night - Duration $5 At the start of your next turn, +2 Cards.
This is gained to your hand (instead of your discard pile).
*(+Self)
N +2
Idol Nocturne Treasure - Attack - Fate $5 $2
If you have an odd number of Idols in play (counting this), receive a Boon; otherwise, each other player gains a Curse.
+$2 !1
Pooka Nocturne Action $5 You may trash a Treasure other than Cursed Gold from your hand, for +4 Cards.
Heirloom: Cursed Gold
!+4 1?
Sacred Grove Nocturne Action - Fate $5 +1 Buy
+$3
Receive a Boon. If it doesn't give +$1, each other player may receive it.
+1 +$3
Tormentor Nocturne Action - Attack - Doom $5 +$2
If you have no other cards in play, gain an Imp. Otherwise, each other player receives the next Hex.
+$2 !1
Tragic Hero Nocturne Action $5 +3 Cards
+1 Buy
If you have 8 or more cards in hand (after drawing), trash this and gain a Treasure.
+3 +1 !Self !1
Vampire Nocturne Night - Attack - Doom $5 Each other player receives the next Hex.
Gain a card costing up to $5 other than a Vampire. Exchange this for a Bat.
Self 2
Werewolf Nocturne Action - Night - Attack - Doom $5 If it's your Night phase, each other player receives the next Hex.
Otherwise, +3 Cards.
!+3
Raider Nocturne Night - Duration - Attack $6 Each other player with 5 or more cards in hand discards a copy of a card you have in play (or reveals they can't).
At the start of your next turn, +$3.
N +$3
Will-o'-Wisp Nocturne Action - Spirit $0* +1 Card
+1 Action
Reveal the top card of your deck. If it costs $2 or less, put it into your hand.
(This is not in the Supply.)
+1 +1, !+1
Wish Nocturne Action $0* +1 Action
Return this to its pile. If you did, gain a card to your hand costing up to $6.
(This is not in the Supply.)
+1 (+1) Self !1
Bat Nocturne Night $2* Trash up to 2 cards from your hand. If you trashed at least one, exchange this for a Vampire.
(This is not in the Supply.)
0-2?, !Self !1
Imp Nocturne Action - Spirit $2* +2 Cards
You may play an Action card from your hand that you don't have a copy of in play.
(This is not in the Supply.)
!P1? +2
Ghost Nocturne Night - Duration - Spirit $4* Reveal cards from your deck until you reveal an Action. Discard the other cards and set aside the Action. At the start of your next turn, play it twice.
(This is not in the Supply.)
N P2
Zombie Apprentice Nocturne Action - Zombie $3 You may trash an Action card from your hand for +3 Cards and +1 Action. !+1 !+3 1?
Zombie Mason Nocturne Action - Zombie $3 Trash the top card of your deck. You may gain a card costing up to $1 more than it. 1 1?
Zombie Spy Nocturne Action - Zombie $3 +1 Card
+1 Action
Look at the top card of your deck. Discard it or put it back.
+1 +1
Haunted Mirror Nocturne Treasure - Heirloom $0 $1
When you trash this, you may discard an Action card, to gain a Ghost.
+$1 *1?
Magic Lamp Nocturne Treasure - Heirloom $0 $1
If there are at least 6 cards that you have exactly 1 copy of in play (counting this), trash this. If you did, gain 3 Wishes.
+$1 !Self !3
Goat Nocturne Treasure - Heirloom $2 $1
You may trash a card from your hand.
+$1 1?
Pasture Nocturne Treasure - Victory - Heirloom $2 $1
Worth 1VP per Estate you have.
+$1 X VP
Pouch Nocturne Treasure - Heirloom $2 $1
+1 Buy
+1 +$1
Cursed Gold Nocturne Treasure - Heirloom $4 $3
Gain a Curse.
+$3 Self 1
Lucky Coin Nocturne Treasure - Heirloom $4 $1
Gain a Silver.
+$1 1
The Earth's Gift Nocturne Boon You may discard a Treasure to gain a card costing up to $4. -1? !1
The Field's Gift Nocturne Boon +1 Action
+$1
(Keep this until Clean-up.)
+1 +$1
The Flame's Gift Nocturne Boon You may trash a card from your hand. 1?
The Forest's Gift Nocturne Boon +1 Buy
+$1
(Keep this until Clean-up.)
+1 +$1
The Moon's Gift Nocturne Boon Look through your discard pile. You may put a card from it onto your deck.
The Mountain's Gift Nocturne Boon Gain a Silver. 1
The River's Gift Nocturne Boon +1 Card at the end of this turn.
(Keep this until Clean-up.)
(N +1)
The Sea's Gift Nocturne Boon +1 Card +1
The Sky's Gift Nocturne Boon You may discard 3 cards to gain a Gold. -3? !1
The Sun's Gift Nocturne Boon Look at the top 4 cards of your deck. Discard any number of them and put the rest back in any order.
The Swamp's Gift Nocturne Boon Gain a Will-o'-Wisp. 1
The Wind's Gift Nocturne Boon +2 Cards
Discard 2 cards.
+2, -2
Bad Omens Nocturne Hex Put your deck into your discard pile. Look through it and put 2 Coppers from it onto your deck (or reveal you can't).
Delusion Nocturne Hex If you don't have Deluded or Envious, take Deluded.
Envy Nocturne Hex If you don't have Deluded or Envious, take Envious.
Famine Nocturne Hex Reveal the top 3 cards of your deck. Discard the Actions. Shuffle the rest into your deck.
Fear Nocturne Hex If you have at least 5 cards in hand, discard an Action or Treasure (or reveal you can't). !-1
Greed Nocturne Hex Gain a Copper onto your deck. Self 1
Haunting Nocturne Hex If you have at least 4 cards in hand, put one of them onto your deck. !-1
Locusts Nocturne Hex Trash the top card of your deck. If it's Copper or Estate, gain a Curse. Otherwise, gain a cheaper card that shares a type with it. 1 !Self 1 !(-1 VP)
Misery Nocturne Hex If this is your first Misery this game, take Miserable. Otherwise, flip it over to Twice Miserable. -2 VP
Plague Nocturne Hex Gain a Curse to your hand. (+1) Self 1 (-1 VP)
Poverty Nocturne Hex Discard down to 3 cards in hand. -X
War Nocturne Hex Reveal cards from your deck until revealing one costing $3 or $4. Trash it and discard the rest. 1
Deluded Nocturne State At the start of your Buy phase, return this, and you can't buy Actions this turn. !(=0)
Envious Nocturne State At the start of your Buy phase, return this, and Silver and Gold make $1 this turn. (-$X)
Lost in the Woods Nocturne State At the start of your turn, you may discard a card to receive a Boon. -1?
Miserable Nocturne State –2VP -2 VP
Twice Miserable Nocturne State –4VP -4 VP
Border Guard Renaissance Action $2 +1 Action
Reveal the top 2 cards of your deck. Put one into your hand and discard the other. If both were Actions, take the Lantern or Horn.
+1 +1
Ducat Renaissance Treasure $2 +1 Coffers
+1 Buy
When you gain this, you may trash a Copper from your hand.
+1 +$1 *1
Lackeys Renaissance Action $2 +2 Cards
When you gain this, +2 Villagers.
*+2 +2
Acting Troupe Renaissance Action $3 +4 Villagers
Trash this.
+4 Self
Cargo Ship Renaissance Action - Duration $3 +$2
Once this turn, when you gain a card, you may set it aside face up (on this). At the start of your next turn, put it into your hand.
N (+1) +$2
Experiment Renaissance Action $3 +2 Cards
+1 Action
Return this to its pile.
When you gain this, gain another Experiment (that doesn't come with another).
+1 +2 Self *1
Improve Renaissance Action $3 +$2
At the start of Clean-up, you may trash an Action card you would discard from play this turn, to gain a card costing exactly $1 more than it.
+$2 *1? !1
Flag Bearer Renaissance Action $4 +$2
When you gain or trash this, take the Flag.
+$2
Hideout Renaissance Action $4 +1 Card
+2 Actions
Trash a card from your hand. If it's a Victory card, gain a Curse.
+2 +1 1 !Self !1
Inventor Renaissance Action $4 Gain a card costing up to $4, then cards cost $1 less this turn. R1 1
Mountain Village Renaissance Action $4 +2 Actions
Look through your discard pile and put a card from it into your hand; if you can't, +1 Card.
+2 +1
Patron Renaissance Action - Reaction $4 +1 Villager
+$2
When something causes you to reveal this (using the word “reveal”) in an Action phase, +1 Coffers.
+1 +$2
*+$1
Priest Renaissance Action $4 +$2
Trash a card from your hand. For the rest of this turn, when you trash a card, +$2.
+$2, +$X 1
Research Renaissance Action - Duration $4 +1 Action
Trash a card from your hand. Per $1 it costs, set aside a card from your deck face down (on this). At the start of your next turn, put those cards into your hand.
+1 N +X 1
Silk Merchant Renaissance Action $4 +2 Cards
+1 Buy
When you gain or trash this, +1 Coffers and +1 Villager.
*+1 +2 +1 *+$1
Old Witch Renaissance Action - Attack $5 +3 Cards
Each other player gains a Curse and may trash a Curse from their hand.
+3 1
Recruiter Renaissance Action $5 +2 Cards
Trash a card from your hand. +1 Villager per $1 it costs.
+X +2 1
Scepter Renaissance Treasure - Command $5 Choose one: +$2; or replay an non-Command Action card you played this turn that's still in play. P1? +$2?
Scholar Renaissance Action $5 Discard your hand. +7 Cards. -X, +7
Sculptor Renaissance Action $5 Gain a card to your hand costing up to $4. If it's a Treasure, +1 Villager. !+1 (+1) 1
Seer Renaissance Action $5 +1 Card
+1 Action
Reveal the top 3 cards of your deck. Put the ones costing from $2 to $4 into your hand. Put the rest back in any order.
+1 +1, !+ 0-3
Spices Renaissance Treasure $5 $2
+1 Buy
When you gain this, +2 Coffers.
+1 +$2
*+$2
Swashbuckler Renaissance Action $5 +3 Cards
If your discard pile has any cards in it: +1 Coffers, then if you have at least 4 Coffers tokens, take the Treasure Chest.
+3 !+$1
Treasurer Renaissance Action $5 +$3
Choose one: Trash a Treasure from your hand; or gain a Treasure from the trash to your hand; or take the Key.
(+1)? +$3 1? 1?
Villain Renaissance Action - Attack $5 +2 Coffers
Each other player with 5 or more cards in hand discards one costing $2 or more (or reveals they can't).
+$2
Flag Renaissance Artifact When drawing your hand, +1 Card. (N +1)
Horn Renaissance Artifact Once per turn, when you discard a Border Guard from play, you may put it onto your deck.
Key Renaissance Artifact At the start of your turn, +$1. +$1
Lantern Renaissance Artifact Border Guards you play reveal 3 cards and discard 2. (It takes all 3 being Actions to take the Horn.)
Treasure Chest Renaissance Artifact At the start of your Buy phase, gain a Gold. 1
Cathedral Renaissance Project $3 At the start of your turn, trash a card from your hand. N... 1
City Gate Renaissance Project $3 At the start of your turn, +1 Card, then put a card from your hand onto your deck. N... +1 -1
Pageant Renaissance Project $3 At the end of your Buy phase, you may pay $1 for +1 Coffers. N... -$1? !+$1
Sewers Renaissance Project $3 When you trash a card other than with this, you may trash a card from your hand. **1?
Star Chart Renaissance Project $3 When shuffling, you may pick one of the cards to go on top.
Exploration Renaissance Project $4 At the end of your Buy phase, if you didn't gain any cards during it, +1 Coffers and +1 Villager. **+1 **+$1
Fair Renaissance Project $4 At the start of your turn, +1 Buy. N... +1
Silos Renaissance Project $4 At the start of your turn, discard any number of Coppers, revealed, and draw that many cards. N... -X +X
Sinister Plot Renaissance Project $4 At the start of your turn, add a token here, or remove your tokens here for +1 Card each. +X?
Academy Renaissance Project $5 When you gain an Action card, +1 Villager. **+1
Capitalism Renaissance Project $5 During your turns, Actions with +$ amounts in their text are also Treasures. (PX)
Fleet Renaissance Project $5 After the game ends, there's an extra round of turns just for players with this.
Guildhall Renaissance Project $5 When you gain a Treasure, +1 Coffers. **+$1
Piazza Renaissance Project $5 At the start of your turn, reveal the top card of your deck. If it's an Action, play it. N... !P1
Road Network Renaissance Project $5 When another player gains a Victory card, +1 Card. **+1
Barracks Renaissance Project $6 At the start of your turn, +1 Action. N... +1
Crop Rotation Renaissance Project $6 At the start of your turn, you may discard a Victory card for +2 Cards. N... -1? !+2
Innovation Renaissance Project $6 Once during each of your turns, when you gain an Action card, you may play it. **P1?
Canal Renaissance Project $7 During your turns, cards cost $1 less. R1, N... R1
Citadel Renaissance Project $8 The first time you play an Action card during each of your turns, replay it afterwards. **P1
Black Cat Menagerie Action - Attack - Reaction $2 +2 Cards
If it isn't your turn, each other player gains a Curse.
When another player gains a Victory card, you may play this from your hand.
**Pself +2 !1
Sleigh Menagerie Action - Reaction $2 Gain 2 Horses.
When you gain a card, you may discard this, to put that card into your hand or onto your deck.
*-Self? !(+1)? 2
Supplies Menagerie Treasure $2 $1
When you play this, gain a Horse onto your deck.
+$1 1
Horse Menagerie Action $3* +2 Cards
+1 Action
Return this to its pile.
(This is not in the Supply.)
+1 +2 Self
Camel Train Menagerie Action $3 Exile a non-Victory card from the Supply.
When you gain this, Exile a Gold from the Supply.
1 Supply
*1 Supply
Goatherd Menagerie Action $3 +1 Action
You may trash a card from your hand.
+1 Card per card the player to your right trashed on their last turn.
+1 +X 1?
Scrap Menagerie Action $3 Trash a card from your hand. Choose a different thing per $1 it costs: +1 Card; +1 Action; +1 Buy; +$1; gain a Silver; gain a Horse. +1? +1? +1? +$1? 1 0-2?
Sheepdog Menagerie Action - Reaction $3 +2 Cards
When you gain a card, you may play this from your hand.
*Pself +2
Snowy Village Menagerie Action $3 +1 Card
+4 Actions
+1 Buy
Ignore any further +Actions you get this turn.
+4, -X +1 +1
Stockpile Menagerie Treasure $3 $3
+1 Buy
When you play this, Exile it.
+1 +$3 Self
Bounty Hunter Menagerie Action $4 +1 Action
Exile a card from your hand. If you didn't have a copy of it in Exile, +$3.
+1 -1 !+$3 1
Cardinal Menagerie Action - Attack $4 +$2
Each other player reveals the top 2 cards of their deck, Exiles one costing from $3 to $6, and discards the rest.
+$2
Cavalry Menagerie Action $4 Gain 2 Horses.
When you gain this, +2 Cards, +1 Buy, and if it's your Buy phase return to your Action phase.
*+2 *+1 2
Groom Menagerie Action $4 Gain a card costing up to $4 If it's an...
Action card, gain a Horse;
Treasure card, gain a Silver;
Victory card, +1 Card and +1 Action.
!+1 !+1 1, !1
Hostelry Menagerie Action $4 +1 Card
+2 Actions
When you gain this, you may discard any number of Treasures, revealed, to gain that many Horses.
+2 +1
*-X
*X
Village Green Menagerie Action - Duration - Reaction $4 Either now or at the start of your next turn, +1 Card and +2 Actions.
When you discard this other than during Clean-up, you may reveal it to play it.
+2?, N +2?
*Pself
+1?, N +1?
Fisherman Menagerie Action $5* +1 Card
+1 Action
+$1
During your turns, if your discard pile is empty, this card cost $3 less.
+1 +1 +$1, !R3self
Hunting Lodge Menagerie Action $5 +1 Card
+2 Action
You may discard your hand for +5 Cards.
+2 +1, -X?, !+5
Barge Menagerie Action - Duration $5 Either now or at the start of your next turn, +3 Cards and +1 Buy. +3?, N +3? +1?, N +1?
Coven Menagerie Action - Attack $5 +1 Action
+$2
Each other player Exiles a Curse from the Supply. If they can't, they discard their Exiled Curses.
+1 +$2 !1
Displace Menagerie Action $5 Exile a card from your hand. Gain a differently named card costing up to $2 more than it. -1 1 1
Falconer Menagerie Action - Reaction $5 Gain a card to your hand costing less than this.
When any player gains a card with 2 or more types (Action, Attack, etc.), you may play this from your hand.
(+1) 1
Gatekeeper Menagerie Action - Duration - Attack $5 At the start of your next turn, +$3. Until then, when another player gains an Action or Treasure card they don't have an Exiled copy of, they Exile it. N +$3
Kiln Menagerie Action $5 +$2
The next time you play a card this turn, you may first gain a copy of it.
+$2 1?
Livery Menagerie Action $5 +$3
This turn, when you gain a card costing $4 or more, gain a Horse.
+$3 X
Mastermind Menagerie Action - Duration $5 At the start of your next turn, you may play an Action card from your hand three times. N P3?
Paddock Menagerie Action $5 +$2
Gain 2 Horses.
+1 Action per empty Supply pile.
+X +$2 2
Sanctuary Menagerie Action $5 +1 Card
+1 Action
+1 Buy
You may Exile a card from your hand.
+1 +1, -1? +1 1?
Destrier Menagerie Action $6* +2 Cards
+1 Action
During your turn, this costs $1 less per card you've gained this turn.
+1 +2 !Rself
Wayfarer Menagerie Action $6* +3 Cards
You may gain a Silver.
This has the same cost as the last other card gained this turn, if any.
+3 !Rself 1?
Animal Fair Menagerie Action $7* +$4
+1 Buy per empty supply pile.
Instead of paying this card's cost, you may trash an Action card from your hand.
+X +$4, !Rself
Delay Menagerie Event $0 You may set aside an Action card from your hand. At the start of your next turn, play it. !N P1 -1?
Desperation Menagerie Event $0 Once per turn: You may gain a Curse. If you do, +1 Buy and +$2. !+1 !+$2 Self? 1?
Gamble Menagerie Event $2 +1 Buy
Reveal the top card of your deck. If it's a Treasure or Action, you may play it. Otherwise, discard it.
!P1? +1 !P1?
Pursue Menagerie Event $2 +1 Buy
Name a card. Reveal the top 4 cards from your deck. Put the matches back and discard the rest.
+1
Ride Menagerie Event $2 Gain a Horse. 1
Toil Menagerie Event $2 +1 Buy
You may play an Action card from your hand.
P1? +1
Enhance Menagerie Event $3 You may trash a non-Victory card from your hand, to gain a card costing up to $2 more than it. 1? !1
March Menagerie Event $3 Look through your discard pile. You may play an Action card from it. P1?
Transport Menagerie Event $3 Choose one: Exile an Action card from the Supply; or put an Action card you have in Exile onto your deck. 1 Supply?
Banish Menagerie Event $4 Exile any number of cards with the same name from your hand. -X X
Bargain Menagerie Event $4 Gain a non-Victory card costing up to $5. Each other player gains a Horse. 1
Invest Menagerie Event $4 Exile an Action card from the Supply. While it's in Exile, when another player gains or Invests in a copy of it, +2 Cards. **+2 1 Supply
Seize the Day Menagerie Event $4 Once per game: Take an extra turn after this one.
Commerce Menagerie Event $5 Gain a Gold per differently named card you've gained this turn. X
Demand Menagerie Event $5 Gain a Horse and a card costing up to $4, both onto your deck. 2
Stampede Menagerie Event $5 If you have 5 or fewer cards in play, gain 5 Horses onto your deck. 5
Reap Menagerie Event $7 Gain a Gold. Set it aside. If you do, at the start of your next turn, play it. (N +$3) 1
Enclave Menagerie Event $8 Gain a Gold. Exile a Duchy from the Supply. 1 Supply 1 (3 VP)
Alliance Menagerie Event $10 Gain a Province, a Duchy, an Estate, a Gold, a Silver, and a Copper. 6 (10 VP)
Populate Menagerie Event $10 Gain one card from each Action Supply pile. X
Way of the Butterfly Menagerie Way You may return this to its pile to gain a card costing exactly $1 more than it. 1? !1
Way of the Camel Menagerie Way Exile a Gold from the Supply. 1 Supply
Way of the Chameleon Menagerie Way Follow this card's instructions; each time that would give you +Cards this turn, you get +$ instead, and vice-versa. -X, +Y +$X, -$Y
Way of the Frog Menagerie Way +1 Action
When you discard this from play this turn, put it onto your deck.
+1
Way of the Goat Menagerie Way Trash a card from your hand. 1
Way of the Horse Menagerie Way +2 Cards
+1 Action
Return this to its pile.
+1 +2 Self
Way of the Mole Menagerie Way +1 Action
Discard your hand. +3 Cards.
+1 -X, +3
Way of the Monkey Menagerie Way +1 Buy
+$1
+1 +$1
Way of the Mouse Menagerie Way Play the set-aside card, leaving it there.
Setup: Set aside an unused Action costing $2 or $3.
(P1)
Way of the Mule Menagerie Way +1 Action
+$1
+1 +$1
Way of the Otter Menagerie Way +2 Cards +2
Way of the Ox Menagerie Way +2 Actions +2
Way of the Owl Menagerie Way Draw until you have 6 cards in your hand. =6
Way of the Pig Menagerie Way +1 Card
+1 Action
+1 +1
Way of the Rat Menagerie Way You may discard a Treasure to gain a copy of this. -1 1
Way of the Seal Menagerie Way +$1
This turn, when you gain a card, you may put it onto your deck.
+$1
Way of the Sheep Menagerie Way +$2 +$2
Way of the Squirrel Menagerie Way +2 Cards at the end of this turn. (N +2)
Way of the Turtle Menagerie Way Set this aside. If you did, play it at the start of your next turn. !N Pself -1
Way of the Worm Menagerie Way Exile an Estate from the Supply. 1 Supply (1 VP)
Bauble Allies Treasure - Liaison $2 Choose two different options:
+1 Buy; +$1; +1 Favor; this turn, when you gain a card, you may put it onto your deck.
+1? +$1?
Sycophant Allies Action - Liaison $2 +1 Action
Discard 3 cards. If you discarded at least one, +$3.
When you gain or trash this, +2 Favors.
+1 -3 !+$3
Merchant Camp Allies Action $3 +2 Actions
+$1
When you discard this from play, you may put it onto your deck.
+2 +$1
Importer Allies Action - Duration - Liaison $3 At the start of your next turn, gain a card costing up to $5.
Setup: Each player gets +4 Favors.
N 1
Sentinel Allies Action $3 Look at the top 5 cards of your deck. You may trash up to 2 of them. Put the rest back in any order. 0-2?
Underling Allies Action - Liaison $3 +1 Card
+1 Action
+1 Favor
+1 +1
Broker Allies Action - Liaison $4 Trash a card from your hand and choose one:
+1 Card per $1 it costs;
or +1 Action per $1 it costs;
or +$1 per $1 it costs;
or +1 Favor per $1 it costs.
+X? +X? +$X? 1
Carpenter Allies Action $4 If no Supply piles are empty, +1 Action and gain a card costing up to $4.
Otherwise, trash a card from your hand and gain a card costing up to $2 more than it.
!+1 !1 1
Courier Allies Action $4 +$1
Discard the top card of your deck. Look through your discard pile; you may play an Action or Treasure from it.
P1? +$1, P1?
Innkeeper Allies Action $4 +1 Action
Choose one: +1 Card; or +3 Cards, then discard 3 cards; or +5 Cards, then discard 6 cards.
+1 +1 or +3 -3 or +5 -6 ?
Royal Galley Allies Action - Duration $4 +1 Card
You may play a non-Duration Action card from your hand. Set it aside; if you did, then at the start of your next turn, play it.
P1, N P1 +1
Town Allies Action $4 Choose one:
+1 Card and +2 Actions;
or +1 Buy and +$2.
+2? +1? +1? +$2?
Barbarian Allies Action - Attack $5 +$2
Each other player trashes the top card of their deck. If it costs $3 or more they gain a cheaper card sharing a type with it; otherwise they gain a Curse.
+$2 !1
Capital City Allies Action $5 +1 Card
+2 Actions
You may discard 2 cards for +$2.
You may pay $2 for +2 Cards.
+2 +1, -2?, !+2 -$2?, !+$2
Contract Allies Treasure - Duration - Liaison $5 $2
+1 Favor
You may set aside an Action from your hand to play it at the start of your next turn.
N P1? +$2
Emissary Allies Action - Liaison $5 +3 Cards
If this made you shuffle (at least one card), +1 Action and +2 Favors.
!+1 +3
Galleria Allies Action $5 +$3
This turn, when you gain a card costing $3 or $4, +1 Buy.
+X +$3
Guildmaster Allies Action - Liaison $5 +$3
This turn, when you gain a card, +1 Favor.
+$3
Highwayman Allies Action - Duration - Attack $5 At the start of your next turn, discard this from play and +3 Cards.
Until then, the first Treasure each other player plays each turn does nothing.
N +3
Hunter Allies Action $5 +1 Action
Reveal the top 3 cards of your deck. From those cards, put an Action, a Treasure, and a Victory card into your hand. Discard the rest.
+1 + 0-3
Modify Allies Action $5 Trash a card from your hand. Choose one: +1 Card and +1 Action; or gain a card costing up to $2 more than the trashed card. +1? +1? 1 1?
Skirmisher Allies Action - Attack $5 +1 Card
+1 Action
+$1
This turn, when you gain an Attack card, each other player discards down to 3 cards in hand.
+1 +1 +$1
Specialist Allies Action $5 You may play an Action or Treasure from your hand.
Choose one: Play it again; or gain a copy of it.
P1, P1? P1, P1? 1?
Swap Allies Action $5 +1 Card
+1 Action
You may return an Action from your hand to its pile, to gain to your hand a different Action costing up to $5.
+1 +1, !(+1) 1? !1
Marquis Allies Action $6 +1 Buy
+1 Card per card in your hand. Discard down to 10 cards in hand.
+X, -Y +1
Town Crier Allies Action - Townsfolk $2 Choose one: +$2; or gain a Silver; or +1 Card and +1 Action.
You may rotate the Townsfolk.
+1? +1? +$2? 1?
Herb Gatherer Allies Action - Augur $3 +1 Buy
Put your deck into your discard pile. Look through it and you may play a Treasure from it.
You may rotate the Augurs.
+1 P1?
Old Map Allies Action - Odyssey $3 +1 Card
+1 Action
Discard a card. +1 Card.
You may rotate the Odysseys.
+1 +1, -1, +1
Blacksmith Allies Action - Townsfolk $3 Choose one:
Draw until you have 6 cards in hand;
or +2 Cards; or +1 Card and +1 Action.
+1? =6?, +2?, +1?
Student Allies Action - Wizard - Liaison $3 +1 Action
You may rotate the Wizards.
Trash a card from your hand. If it's a Treasure, +1 Favor and put this onto your deck.
+1 1
Tent Allies Action - Fort $3 +$2
You may rotate the Forts.
When you discard this from play, you may put it onto your deck.
+$2
Battle Plan Allies Action - Clash $3 +1 Card
+1 Action
You may reveal an Attack card from your hand for +1 Card.
You may rotate any Supply pile.
+1 +1, +1?
Acolyte Allies Action - Augur $4 You may trash an Action or Victory card from your hand to gain a Gold.
You may trash this to gain an Augur.
1?, Self? !1, !1
Voyage Allies Action - Duration - Odyssey $4 +1 Action
Take an extra turn after this one (but not a 3rd turn in a row), during which you can only play 3 cards from your hand.
+1
Miller Allies Action - Townsfolk $4 +1 Action
Look at the top 4 cards of your deck. Put one into your hand and discard the rest.
+1 +1
Conjurer Allies Action - Duration - Wizard $4 Gain a card costing up to $4.
At the start of your next turn, put this into your hand.
N +Self 1
Garrison Allies Action - Duration - Fort $4 +$2
This turn, when you gain a card, add a token here. At the start of your next turn, remove them for +1 Card each.
N +X +$2
Archer Allies Action - Attack - Clash $4 +$2
Each other player with 5 or more cards in hand reveals all but one, and discards one of those you choose.
+$2
Sorceress Allies Action - Attack - Augur $5 +1 Action
Name a card. Reveal the top card of your deck and put it into your hand. If it's the named card, each other player gains a Curse.
+1 +1 !1
Sunken Treasure Allies Treasure - Odyssey $5 Gain an Action card you don't have a copy of in play. 1
Elder Allies Action - Townsfolk $5 +$2
You may play an Action card from your hand. When it gives you a choice of abilities (e.g. “choose one”) this turn, you may choose an extra (different) option.
P1? +$2
Sorcerer Allies Action - Attack - Wizard $5 +1 Card
+1 Action
Each other player names a card, then reveals the top card of their deck. If wrong, they gain a Curse.
+1 +1 !1
Hill Fort Allies Action - Fort $5 Gain a card costing up to $4. Choose one: Put it into your hand; or +1 Card and +1 Action. +1? (+1)?, +1? 1
Warlord Allies Action - Duration - Attack - Clash $5 +1 Action
At the start of your next turn, +2 Cards. Until then, other players can't play an Action from their hand that they have 2 or more copies of in play.
+1 N +2
Sibyl Allies Action - Augur $6 +4 Cards
+1 Action
Put a card from your hand on top of your deck, and another on the bottom.
+1 +4, -2
Distant Shore Allies Action - Victory - Odyssey $6 +2 Cards
+1 Action
Gain an Estate.
2VP
+1 +2 1 2 VP, (1 VP)
Lich Allies Action - Wizard $6 +6 Cards
+2 Actions
Skip a turn.
When you trash this, discard it and gain a cheaper card from the trash.
+2 +6 *Self 1
Stronghold Allies Action - Victory - Duration - Fort $6 Choose one: +$3; or at the start of your next turn, +3 Cards.
2VP
N +3? +$3? 2 VP
Territory Allies Victory - Clash $6 Worth 1 VP per differently named Victory card you have.
When you gain this, gain a Gold per empty Supply pile.
*X X VP
Architects' Guild Allies Ally When you gain a card, you may spend 2 Favors to gain a cheaper non-Victory card. !1
Band of Nomads Allies Ally When you gain a card costing $3 or more, you may spend a Favor, for +1 Card, or +1 Action, or +1 Buy. !+1 !+1 !+1
Cave Dwellers Allies Ally At the start of your turn, you may spend a Favor, to discard a card then draw a card. Repeat as desired. -1, +1
Circle of Witches Allies Ally After playing a Liaison, you may spend 3 Favors to have each other player gain a Curse. 1
City-state Allies Ally When you gain an Action card during your turn, you may spend 2 Favors to play it. *P1
Coastal Haven Allies Ally When discarding your hand in Clean-up, you may spend any number of Favors to keep that many cards in hand for next turn (you still draw 5). (N +X)
Crafters' Guild Allies Ally At the start of your turn, you may spend 2 Favors to gain a card costing up to $4 onto your deck. 1
Desert Guides Allies Ally At the start of your turn, you may spend a Favor to discard your hand and draw 5 cards. Repeat as desired. -X +5
Family of Inventors Allies Ally At the start of your Buy phase, you may put a Favor token you have on a non-Victory Supply pile.
Cards cost $1 less per Favor token on their piles.
!R1
Fellowship of Scribes Allies Ally After playing an Action, if you have 4 or fewer cards in hand, you may spend a Favor for +1 Card. !+1
Forest Dwellers Allies Ally At the start of your turn, you may spend a Favor to look at the top 3 cards of your deck, discard any number and put the rest back in any order.
Gang of Pickpockets Allies Ally At the start of your turn, discard down to 4 cards in hand unless you spend a Favor. -X
Island Folk Allies Ally At the end of your turn, you may spend 5 Favors to take another turn (but not a 3rd turn in a row).
League of Bankers Allies Ally At the start of your Buy phase, +$1 per 4 Favors you have (round down). **+$X
League of Shopkeepers Allies Ally After playing a Liaison, if you have 5 or more Favors, +$1,
and if 10 or more, +1 Action and +1 Buy.
**+1? **+1? **+$1?
Market Towns Allies Ally At the start of your Buy phase, you may spend a Favor to play an Action card from your hand. Repeat as desired. P1
Mountain Folk Allies Ally At the start of your turn, you may spend 5 Favors for +3 Cards. +3
Order of Astrologers Allies Ally When shuffling, you may pick one card per Favor you spend to go on top.
Order of Masons Allies Ally When shuffling, you may pick up to 2 cards per Favor you spend to put into your discard pile.
Peaceful Cult Allies Ally At the start of your Buy phase, you may spend any number of Favors to trash that many cards from your hand. X
Plateau Shepherds Allies Ally When scoring, pair up your Favors with cards you have costing $2, for 2VP per pair. X VP
Trappers' Lodge Allies Ally When you gain a card, you may spend a Favor to put it onto your deck.
Woodworkers' Guild Allies Ally At the start of your Buy phase, you may spend a Favor to trash an Action card from your hand. If you did, gain an Action card. 1? !1
Cage Plunder Treasure - Duration $2 Set aside up to 4 cards from your hand face down (on this). The next time you gain a Victory card, trash this, and put the set aside cards into your hand at end of turn. - 0-4(X)
**(N +X)
**Self
Grotto Plunder Action - Duration $2 +1 Action
Set aside up to 4 cards from your hand face down (on this). At the start of your next turn, discard them, then draw as many.
+1 - 0-4(X)
N +Y (X=Y)
Jewelled Egg Plunder Treasure $2 $1
+1 Buy
When you trash this, gain a Loot.
+1 +$1 *1
Search Plunder Action - Duration $2 +$2
The next time a Supply pile empties, trash this and gain a Loot.
+$2 **1
Shaman Plunder Action $2 +1 Action
+$1
You may trash a card from your hand.
In games using this, at the start of your turn, gain a card from the trash costing up to $6.
+1 +$1 1? N... !Self N... 1 N... !(X VP)
Secluded Shrine Plunder Action - Duration $3 +$1
The next time you gain a Treasure, trash up to 2 cards from your hand.
+$1 **2
Siren Plunder Action - Duration - Attack $3 Each other player gains a Curse. At the start of your next turn, draw until you have 8 cards in hand.
When you gain this, trash it unless you trash an Action from your hand.
N =8 *1 or Self ? 1
Stowaway Plunder Action - Duration - Reaction $3 At the start of your next turn, +2 Cards.
When anyone gains a Duration card, you may play this from your hand.
**Pself N +2
Taskmaster Plunder Action - Duration $3 +1 Action, +$1, and if you gain a card costing exactly $5 this turn, then at the start of your next turn, repeat this ability. +1, !N +1 +$1, !N +$1
Abundance Plunder Treasure - Duration $4 The next time you gain an Action card: +1 Buy and +$3. **+1 **+$3
Cabin Boy Plunder Action - Duration $4 +1 Card
+1 Action
At the start of your next turn, choose one: +$2; or trash this to gain a Duration card.
+1 +1 N +$2? N self? !N 1
Crucible Plunder Treasure $4 Trash a card from your hand. +$1 per $1 it costs. +$X 1
Flagship Plunder Action - Duration - Command $4 +$2
The next time you play a non-Command Action card, replay it.
**P1 +$2
Fortune Hunter Plunder Action $4 +$2
Look at the top 3 cards of your deck. You may play a Treasure from them. Put the rest back in any order.
+$2, P1?
Gondola Plunder Treasure - Duration $4 Either now or at the start of your next turn: +$2.
When you gain this, you may play an Action card from your hand.
*P1 +$2?, N +$2?
Harbor Village Plunder Action $4 +1 Card
+2 Actions
After the next Action you play this turn, if it gave you +$, +$1.
+2 +1 **+$1
Landing Party Plunder Action - Duration $4 +2 Cards
+2 Actions
The next time the first card you play on a turn is a Treasure, put this onto your deck afterwards.
+2 +2
Mapmaker Plunder Action - Reaction $4 Look at the top 4 cards of your deck. Put 2 into your hand and discard the rest.
When any player gains a Victory card, you may play this from your hand.
**Pself +2
Maroon Plunder Action $4 Trash a card from your hand.
+2 Cards per type it has (Action, Attack, etc.).
+X 1
Rope Plunder Treasure - Duration $4 $1
+1 Buy
At the start of your next turn, +1 Card and you may trash a card from your hand.
N +1 +1 +$1 N 1?
Swamp Shacks Plunder Action $4 +2 Actions
+1 Card per 3 cards you have in play (round down).
+2 +X
Tools Plunder Treasure $4 Gain a copy of a card anyone has in play. 1
Buried Treasure Plunder Treasure - Duration $5 At the start of your next turn, +1 Buy and +$3.
When you gain this, play it.
*Pself N +1 N +$3
Crew Plunder Action - Duration $5 +3 Cards
At the start of your next turn, put this onto your deck.
+3
Cutthroat Plunder Action - Duration - Attack $5 Each other player discards down to 3 cards in hand.
The next time anyone gains a Treasure costing $5 or more, gain a Loot.
**1
Enlarge Plunder Action - Duration $5 Now and at the start of your next turn: Trash a card from your hand, and gain one costing up to $2 more. 1, N 1 1, N 1
Figurine Plunder Treasure $5 +2 Cards
You may discard an Action card for +1 Buy and +$1.
+2, -1? !+1 !+$1
First Mate Plunder Action $5 Play any number of Action cards with the same name from your hand, then draw until you have 6 cards in hand. PX =6
Frigate Plunder Action - Duration - Attack $5 +$3
Until the start of your next turn, each time another player plays an Action card, they discard down to 4 cards in hand afterwards.
+$3
Longship Plunder Action - Duration $5 +2 Actions
At the start of your next turn, +2 Cards.
+2 N +2
Mining Road Plunder Action $5 +1 Action
+1 Buy
+$2
Once this turn, when you gain a Treasure, you may play it.
+1 +1 +$2, !P1
Pendant Plunder Treasure $5 +$1 per differently named Treasure you have in play. +$X
Pickaxe Plunder Treasure $5 $1
Trash a card from your hand. If it costs $3 or more, gain a Loot to your hand.
!(+1) +$1 1 !1
Pilgrim Plunder Action $5 +4 Cards
Put a card from your hand onto your deck.
+4, -1
Quartermaster Plunder Action - Duration $5 At the start of each of your turns for the rest of the game, choose one: Gain a card costing up to $4, setting it aside on this; or put a card from this into your hand. N... +1? N... 1?
Silver Mine Plunder Treasure $5 Gain a Treasure costing less than this to your hand. (+1) 1
Trickster Plunder Action - Attack $5 Each other player gains a Curse.
Once this turn, when you discard a Treasure from play, you may set it aside. Put it in your hand at end of turn.
!(N +1) 1
Wealthy Village Plunder Action $5 +1 Card
+2 Actions
When you gain this, if you have at least 3 differently named Treasures in play, gain a Loot.
+2 +1 *1
Sack of Loot Plunder Treasure $6 $1
+1 Buy
Gain a Loot.
+1 +$1 1
King's Cache Plunder Treasure $7 You may play a Treasure from your hand 3 times. P3?
Amphora Plunder Treasure - Duration - Loot $7* Either now or at the start of your next turn: +1 Buy and +$3. +1?, N +1? +$3?, N +$3?
Doubloons Plunder Treasure - Loot $7* $3
When you gain this, gain a Gold.
+$3 1
Endless Chalice Plunder Treasure - Duration - Loot $7* Now and at the start of each of your turns for the rest of the game:
$1
+1 Buy
N... +1 N... +$1
Figurehead Plunder Treasure - Duration - Loot $7* $3
At the start of your next turn, +2 Cards.
N +2 +$3
Hammer Plunder Treasure - Loot $7* $3
Gain a card costing up to $4.
+$3 1
Insignia Plunder Treasure - Loot $7* $3
This turn, when you gain a card, you may put it onto your deck.
+$3
Jewels Plunder Treasure - Duration - Loot $7* $3
+1 Buy
At the start of your next turn, put this on the bottom of your deck.
+1 +$3
Orb Plunder Treasure - Loot $7* Look through your discard pile.
Choose one: Play an Action or Treasure from it; or +1 Buy and +$3.
P1? +1? P1?, +$3?
Prize Goat Plunder Treasure - Loot $7* $3
+1 Buy
You may trash a card from your hand.
+1 +$3 1?
Puzzle Box Plunder Treasure - Loot $7* $3
+1 Buy
You may set aside a card from your hand face down. Put it into your hand at end of turn.
-1, !(N +1) +1 +$3
Sextant Plunder Treasure - Loot $7* $3
+1 Buy
Look at the top 5 cards of your deck. Discard any number. Put the rest back in any order.
+1 +$3
Shield Plunder Treasure - Reaction - Loot $7* $3
+1 Buy
When another player plays an Attack, you may first reveal this from your hand to be unaffected.
+1 +$3
Spell Scroll Plunder Action - Treasure - Loot $7* Trash this to gain a cheaper card. If it's an Action or Treasure, you may play it. !P1? !P1? Self 1
Staff Plunder Treasure - Loot $7* $3
+1 Buy
You may play an Action from your hand.
P1? +1 +$3
Sword Plunder Treasure - Attack - Loot $7* $3
+1 Buy
Each other player discards down to 4 cards in hand.
+1 +$3
Bury Plunder Event $1 +1 Buy
Put any card from your discard pile on the bottom of your deck.
+1
Avoid Plunder Event $2 +1 Buy
The next time you shuffle this turn, pick up to 3 of those cards to put into your discard pile.
+1
Deliver Plunder Event $2 +1 Buy
This turn, each time you gain a card, set it aside, and put it into your hand at end of turn.
(N +X) +1
Peril Plunder Event $2 You may trash an Action card from your hand to gain a Loot. 1? !1
Rush Plunder Event $2 +1 Buy
The next time you gain an Action card this turn, play it.
!P1 +1
Foray Plunder Event $3 Discard 3 cards, revealing them. If they have 3 different names, gain a Loot. -3 !1
Launch Plunder Event $3 Once per turn: Return to your Action phase.
+1 Card, +1 Action, and +1 Buy.
+1 +1 +1
Mirror Plunder Event $3 +1 Buy
The next time you gain an Action card this turn, gain a copy of it.
+1 1
Prepare Plunder Event $3 Set aside your hand face up.
At the start of your next turn, play those Actions and Treasures in any order, then discard the rest.
N PX N PX
Scrounge Plunder Event $3 Choose one: Trash a card from your hand; or gain an Estate from the trash, and if you did, gain a card costing up to $5. 1? 1?, !1 (1 VP?)
Journey Plunder Event $4 You don't discard cards from play in Clean-up this turn. Take an extra turn after this one (but not a 3rd turn in a row).
Maelstrom Plunder Event $4 Trash 3 cards from your hand. Each other player with 5 or more cards in hand trashes one of them. 3
Looting Plunder Event $6 Gain a Loot. 1
Invasion Plunder Event $10 You may play an Attack from your hand.
Gain a Duchy. Gain an Action onto your deck.
Gain a Loot; play it.
P1? P1?, P1 3 (3 VP)
Prosper Plunder Event $10 Gain a Loot, plus any number of differently named Treasures. X
Cheap Plunder Trait Cheap cards cost $1 less. R1self
Cursed Plunder Trait When you gain a Cursed card, gain a Loot and a Curse. Self 2 (-1 VP)
Fated Plunder Trait When shuffling, you may look through the cards and reveal Fated cards to put them on the top or bottom.
Fawning Plunder Trait When you gain a Province, gain a Fawning card. 1
Friendly Plunder Trait At the start of your Clean-up phase, you may discard a Friendly card to gain a Friendly card. 1?
Hasty Plunder Trait When you gain a Hasty card, set it aside, and play it at the start of your next turn. N P1
Inherited Plunder Trait Setup: You start the game with an Inherited card in place of a starting card you choose.
Inspiring Plunder Trait After playing an Inspiring card on your turn, you may play an Action from your hand that you don't have a copy of in play. P1?
Nearby Plunder Trait When you gain a Nearby card, +1 Buy. *+1
Patient Plunder Trait At the start of your Clean-up phase, you may set aside Patient cards from your hand to play them at the start of your next turn. N P1?
Pious Plunder Trait When you gain a Pious card, you may trash a card from your hand. *1
Reckless Plunder Trait Follow the instructions of played Reckless cards twice. When discarding one from play, return it to its pile. (Pself) Self
Rich Plunder Trait When you gain a Rich card, gain a Silver. *1
Shy Plunder Trait At the start of your turn, you may discard one Shy card for +2 Cards. -Self?, !+2
Tireless Plunder Trait When you discard a Tireless card from play, set it aside, and put it onto your deck at end of turn.
Mountain Shrine Rising Sun Action - Omen 5D +1
+$2
You may trash a card from your hand. Then if there are any Action cards in the trash, +2 Cards.
!+2 +$2 1?
Daimyo Rising Sun Action - Command 6D +1 Card
+1 Action
The next time you play a non-Command Action card this turn, replay it afterwards.
+1,(P1) +1
Artist Rising Sun Action 8D +1 Action
+1 Card per card you have exactly one copy of in play.
+1 +X
Fishmonger Rising Sun Action - Shadow $2 +1 Buy
+$1
You can play this from your deck as if in your hand.
+1 +$1
Snake Witch Rising Sun Action - Attack $2 +1 Card
+1 Action
If your hand has no duplicate cards, you may reveal it and return this to its pile, to have each other play gain a Curse.
+1 +1 !Self !1
Aristocrat Rising Sun Action $3 If the number of Aristrocrats you have in play is:
1 or 5: +3 Actions;
2 or 6: +3 Cards;
3 or 7: +$3;
4 or 8: +3 Buys.
!+3 !+3 !+3 !+$3
Craftsman Rising Sun Action $3 +2D
Gain a card costing up to $5.
+2D 1
Riverboat Rising Sun Action - Duration $3 At the start of your next turn, play the set aside card, leaving it there.
Setup: Set-aside an unused non-Duration Action card costing $5.
Root Cellar Rising Sun Action $3 +3 Cards
+1 Action
+3D
+1 +3 +3D
Alley Rising Sun Action - Shadow $4 +1 Card
+1 Action
Discard a card.
You can play this from your deck as if in your hand.
+1 +1, +1?, -1
Change Rising Sun Action $4 If you have any D, +$3. Otherwise, trash a card from your hand, and gain a card costing more $ than it. +D equal to the difference in $. !+$3, !+XD !1 !1
Ninja Rising Sun Action - Attack - Shadow $4 +1 Card
Each other player discards down to 3 cards in hand.
You can play this from your deck as if in your hand.
+1
Poet Rising Sun Action - Omen $4 +1
+1 Card
+1 Action
Reveal the top card of your deck. If it costs $3 or less, put it into your hand.
+1 +1, !+1
River Shrine Rising Sun Action - Omen $4 +1
Trash up to 2 cards from your hand. At the start of Clean-up, if you didn't gain any cards during your Buy phase this turn, gain a card costing up to $4.
0-2 !1
Rustic Village Rising Sun Action - Omen $4 +1
+1 Card
+2 Actions
You may discard 2 cards for +1 Card.
+2 +1,-2?,!+1
Gold Mine Rising Sun Action $5 +1 Card
+1 Action
+1 Buy
You may gain a Gold and get +4D.
+1 +1 +1 +4D? 1?
Imperial Envoy Rising Sun Action $5 +5 Cards
+1 Buy
+2D
+5 +1 +2D
Kitsune Rising Sun Action - Attack - Omen $5 +1
Choose two different options: +2 Actions; +$2; each other player gains a Curse; gain a Silver.
+2? +$2? 1? 1?
Litter Rising Sun Action $5 +2 Cards
+2 Actions
+1D
+2 +2 +1D
Rice Broker Rising Sun Action $5 +1 Action
Trash a card from your hand. If it's a Treasure, +2 Cards. If it's an Action, +5 Cards.
+1 !+2,!+5 1
Ronin Rising Sun Action - Shadow $5 Draw until you have 7 cards in hand.
You can play this from your deck as if in your hand.
=7
Tanuki Rising Sun Action - Shadow $5 Trash a card from your hand. Gain a card costing up to $2 more than it.
You can play this from your deck as if in your hand.
1 1
Tea House Rising Sun Action - Omen $5 +1
+1 Card
+1 Action
+$2
+1 +1 +$2
Samurai Rising Sun Action - Duration - Attack $6 Each other player discards down to 3 cards in hand (once).
At the start of each of your turns this game, +$1.
(This stays in play.)
N... +$1
Rice Rising Sun Treasure $7 +1 Buy
+$1 per different type among cards you have in play.
+1 +$X
Continue Rising Sun Event 8D Once per turn: Gain a non-Attack Action card costing up to $4. Return to your Action phase and play it. +1 Action and +1 Buy. +1 +1 1
Amass Rising Sun Event $2 If you have no Action cards in play, gain an Action card costing up to $5. !1
Asceticism Rising Sun Event $2 Pay any amount of $ to trash that many cards from your hand. -$X X
Credit Rising Sun Event $2 Gain an Action or Treasure costing up to $8. +D equal to its cost. +XD 1
Foresight Rising Sun Event $2 Reveal cards from your deck until revealing an Action. Set it aside and discard the rest. Put it into your hand at end of turn. (N+1)
Kintsugi Rising Sun Event $3 Trash a card from your hand. If you've gained a Gold this game, gain a card costing up to $2 more than the trashed card. 1 !1
Practice Rising Sun Event $3 You may play an Action card from your hand twice. P2?
Sea Trade Rising Sun Event $4 +1 Card per Action card you have in play. Trash up to that many cards from your hand. +X X
Receive Tribute Rising Sun Event $5 If you've gained at least 3 cards this turn, gain up to 3 differently named Action cards you don't have copies of in play. 0-3
Gather Rising Sun Event $7 Gain a card costing exactly $3, a card costing exactly $4, and a card costing exactly $5. 3
Approaching Army Rising Sun Prophecy After you play an Attack card, +$1.
Setup: Add an Attack kingdom card pile to the Supply.
**+$1
Biding Time Rising Sun Prophecy At the start of your Clean-up, set aside your hand face down. At the start of your next turn, put those cards into your hand. (-X,N+X)
Bureaucracy Rising Sun Prophecy When you gain a card that doesn't cost $0, gain a Copper. **1
Divine Wind Rising Sun Prophecy When you remove the last , remove all Kingdom card piles from the Supply, and set up 10 new random piles.
Enlightenment Rising Sun Prophecy Treasures are also Actions. When you play a Treasure in an Action phase, instead of following its instructions, +1 Card and +1 Action. **+1 **+1
Flourishing Trade Rising Sun Prophecy Cards cost $1 less.
You may use Action plays as Buys.
+X R1, N... R1
Good Harvest Rising Sun Prophecy The first time you play each differently named Treasure each turn, first, +1 Buy and +$1. **+1 **+$1
Great Leader Rising Sun Prophecy After each Action card you play, +1 Action. **+1
Growth Rising Sun Prophecy When you gain a Treasure, gain a cheaper card. **1
Harsh Winter Rising Sun Prophecy When you gain a card on your turn, if there's D on its pile, take it; otherwise put 2D on its pile. **+XD
Kind Emperor Rising Sun Prophecy At the start of your turn, and when you remove the last : Gain an Action to your hand. **+1 **1
Panic Rising Sun Prophecy When you play a treasure, +2 Buys, and when you discard one from play, return it to its pile. **+2 **1
Progress Rising Sun Prophecy When you gain a card, put it onto your deck.
Rapid Expansion Rising Sun Prophecy When you gain an Action or Treasure, set it aside, and play it at the start of your next turn.
Sickness Rising Sun Prophecy At the start of your turn, choose one: Gain a Curse onto your deck; or discard 3 cards. **-3? **Self? **1?
Black Market Promo Action $3 +$2
Reveal the top 3 cards of the Black Market deck. Play any number of Treasures from your hand. You may buy one of the revealed cards. Put the rest on the bottom of the Black Market deck in any order.
Setup: Make a Black Market deck out of different unused Kingdom cards.
(+1) +$2
Church Promo Action - Duration $3 +1 Action
Set aside up to 3 cards from your hand face down. At the start of your next turn, put them into your hand, then you may trash a card from your hand.
+1 - 0-3(X), N +X N 1?
Dismantle Promo Action $4 Trash a card from your hand. If it costs $1 or more, gain a cheaper card and a Gold. 1 !2
Envoy Promo Action $4 Reveal the top 5 cards of your deck. The player to your left chooses one. Discard that one and put the rest into your hand. +5, !-1
Sauna Promo Action $4 +1 Card
+1 Action
You may play an Avanto from your hand.
This turn, when you play a Silver, you may trash a card from your hand.
+1, P1? +1 X?
Walled Village Promo 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 onto your deck.
+2 +1
Avanto Promo Action $5 +3 Cards
You may play a Sauna from your hand.
P1? +3
Governor Promo Action $5 +1 Action
Choose one; you get the version in parentheses: Each player gets +1 (+3) Cards; or each player gains a Silver (Gold); or each player may trash a card from their hand and gain a card costing exactly $1 ($2) more.
+1 +3? 1? 1?, !1
Stash Promo Treasure $5 $2
When shuffling this, you may look through your remaining deck, and may put this anywhere in the shuffled cards.
+$2
Marchland Promo Victory $5 Worth 1VP per 3 Victory cards you have (round down).
When you gain this, +1 Buy, and discard any number of cards for +$1 each.
*+1 *+$X X VP
Summon Promo Event $5 Gain an Action card costing up to $4. Set it aside. If you did, then at the start of your next turn, play it. N P1 1
Captain Promo Action - Duration - Command $6 Now and at the start of your next turn:
Play a non-Duration non-Command Action card from the Supply costing up to $4, leaving it there.
(P1), (N P1)
Prince Promo Action - Duration - Command $8 You may set aside (on this) a non-Duration non-Command Action card from your hand costing up to $4.
At the start of each of your turns, play that card, leaving it set aside.
N... P1


Dominion Cards
Basic cards $0 CopperCurse $2 Estate $3 Silver $5 Duchy $6 Gold $8 Province
Dominion $2 CellarChapelMoat $3 Harbinger • MerchantVassalVillageWorkshop $4 BureaucratGardensMilitiaMoneylenderPoacherRemodelSmithyThrone Room $5 BanditCouncil RoomFestivalLaboratoryLibraryMarketMineSentry • Witch $6 Artisan
Removed cards: $3 ChancellorWoodcutter $4 FeastSpyThief $6 Adventurer
Intrigue $2 CourtyardLurkerPawn $3 MasqueradeShanty TownStewardSwindlerWishing Well $4 BaronBridgeConspiratorDiplomatIronworksMillMining VillageSecret Passage $5 CourtierDukeMinionPatrolReplaceTorturerTrading PostUpgrade $6 FarmNobles
Removed cards: $2 Secret Chamber $3 Great Hall $4 CoppersmithScout $5 SaboteurTribute $6 Harem
Seaside $2 HavenLighthouseNative Village $3 AstrolabeFishing VillageLookoutMonkeySea ChartSmugglersWarehouse $4 BlockadeCaravanCutpurseIslandSailorSalvagerTide PoolsTreasure Map $5 BazaarCorsairMerchant ShipOutpostPirateSea WitchTacticianTreasuryWharf
Removed cards: $2 EmbargoPearl Diver $3 Ambassador $4 NavigatorPirate ShipSea Hag $5 ExplorerGhost Ship
Alchemy P TransmuteVineyard $2 Herbalist $2P ApothecaryScrying PoolUniversity $3P AlchemistFamiliarPhilosopher's Stone $4 Potion $4P Golem $5 Apprentice $6P Possession
Prosperity $3 AnvilWatchtower $4 BishopClerkInvestmentTiaraMonumentQuarryWorker's Village $5 CharlatanCityCollectionCrystal BallMagnateMintRabbleVaultWar Chest $6 Hoard $6* Grand Market $7 BankExpandForgeKing's Court $8star Peddler $9 Platinum $11 Colony
Removed cards: $3 LoanTrade Route $4 Talisman $5 ContrabandCounting HouseMountebankRoyal SealVenture $6 Goons
Cornucopia & Guilds $2 Candlestick MakerHamlet $2+ FarrierStonemason $3 MenagerieShop $3+ Infirmary $4 AdvisorFarmhandsPlazaRemakeYoung Witch $4+ Herald $5 BakerButcherCarnivalFerrymanFootpadHorn of PlentyHunting PartyJesterJourneymanJoust (Rewards: CoronetCourserDemesneHousecarlHuge TurnipRenown)• Merchant GuildSoothsayer $6 Fairgrounds
Removed cards: $3 Fortune Teller $3+ DoctorMasterpiece $4 Farming VillageHorse TradersTaxmanTournament (Prizes: Bag of GoldDiademFollowersPrincessTrusty Steed) $5 Harvest
Hinterlands $2 CrossroadsFool's Gold $3 DevelopGuard DogOasisSchemeTunnel $4 Jack of All TradesNomadsSpice MerchantTraderTrailWeaver $5 BerserkerCartographerCauldronHagglerHighwayInnMargraveSoukStablesWheelwrightWitch's Hut $6 Border VillageFarmland
Removed cards: $2 Duchess $3 Oracle $4 Noble BrigandNomad CampSilk Road $5 CacheEmbassyIll-Gotten GainsMandarin
Dark Ages $0 Ruins (Abandoned MineRuined LibraryRuined MarketRuined VillageSurvivors) $0* Spoils $1 Poor HouseShelters (HovelNecropolisOvergrown Estate) $2 BeggarSquireVagrant $3 ForagerHermit (Madman) • Market SquareSageStoreroomUrchin (Mercenary) $4 ArmoryDeath CartFeodumFortressIronmongerMarauderProcessionRatsScavengerWandering Minstrel $5 Band of MisfitsBandit CampCatacombsCountCounterfeitCultistGraverobberJunk DealerKnights (Dames AnnaJosephineMollyNatalieSylvia • Sirs BaileyDestryMartinMichaelVander) • MysticPillageRebuildRogue $6 AltarHunting Grounds
Adventures $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
Empires 4D Engineer 8D City QuarterOverlordRoyal Blacksmith $2 Encampment/PlunderPatrician/EmporiumSettlers/Bustling Village $3 Castles (HumbleCrumblingSmallHauntedOpulentSprawlingGrandKing's) • Catapult/RocksChariot RaceEnchantressFarmers' MarketGladiator/Fortune $4 SacrificeTempleVilla $5 ArchiveCapitalCharmCrownForumGroundskeeperLegionaryWild Hunt
Events: 5D Triumph 8D AnnexDonate $0 Advance $2 DelveTax $3 Banquet $4 RitualSalt the Earth $43D Wedding $5 Windfall $6 Conquest $14 Dominate
Landmarks: AqueductArenaBandit FortBasilicaBathsBattlefieldColonnadeDefiled ShrineFountainKeepLabyrinthMountain PassMuseumObeliskOrchardPalaceTombTowerTriumphal ArchWallWolf Den
Nocturne $0* Will-o'-WispWish $2 DruidFaithful HoundGuardianMonasteryPixie (Goat) • Tracker (Pouch) $2* Imp $3 ChangelingFool (Lost in the WoodsLucky Coin) • Ghost TownLeprechaunNight WatchmanSecret Cave (Magic Lamp) $4 BardBlessed VillageCemetery (Haunted Mirror) • ConclaveDevil's WorkshopExorcistNecromancer (Zombies: ApprenticeMasonSpy) • Shepherd (Pasture) • Skulk $4* Ghost $5 CobblerCryptCursed VillageDen of SinIdolPooka (Cursed Gold) • Sacred GroveTormentorTragic HeroVampire (Bat) • Werewolf $6 Raider
Boons: The Earth's GiftFieldFlameForestMoonMountainRiverSeaSkySunSwampWind
Hexes: Bad OmensDelusion (Deluded) • Envy (Envious) • FamineFearGreedHauntingLocustsMisery (Miserable/Twice Miserable) • PlaguePovertyWar
Renaissance $2 Border Guard (HornLantern) • DucatLackeys $3 Acting TroupeCargo ShipExperimentImprove $4 Flag Bearer (Flag) • HideoutInventorMountain VillagePatronPriestResearchSilk Merchant $5 Old WitchRecruiterScepterScholarSculptorSeerSpicesSwashbuckler (Treasure Chest) • Treasurer (Key) • Villain
Projects: $3 CathedralCity GatePageantSewersStar Chart $4 ExplorationFairSilosSinister Plot $5 AcademyCapitalismFleetGuildhallPiazzaRoad Network $6 BarracksCrop RotationInnovation $7 Canal $8 Citadel
Menagerie $2 Black CatSleighSupplies $3 Camel TrainGoatherdScrapSheepdogSnowy VillageStockpile $3* Horse $4 Bounty HunterCardinalCavalryGroomHostelryVillage Green $5 BargeCovenDisplaceFalconerGatekeeperHunting LodgeKilnLiveryMastermindPaddockSanctuary $5* Fisherman $6* DestrierWayfarer $7* Animal Fair
Events: $0 DelayDesperation $2 GamblePursueRideToil $3 EnhanceMarchTransport $4 BanishBargainInvestSeize the Day $5 CommerceDemandStampede $7 Reap $8 Enclave $10 AlliancePopulate
Ways: ButterflyCamelChameleonFrogGoatHorseMoleMonkeyMouseMuleOtterOwlOxPigRatSealSheepSquirrelTurtleWorm
Allies $2 BaubleSycophantTownsfolk (Town Crier / Blacksmith / Miller / Elder) $3 Augurs (Herb Gatherer / Acolyte / Sorceress / Sibyl) • Clashes (Battle Plan / Archer / Warlord / Territory) • Forts (Tent / Garrison / Hill Fort / Stronghold) • ImporterMerchant CampOdysseys (Old Map / Voyage / Sunken Treasure / Distant Shore) • SentinelUnderlingWizards (Student / Conjurer / Sorcerer / Lich) $4 BrokerCarpenterCourierInnkeeperRoyal GalleyTown $5 BarbarianCapital CityContractEmissaryGalleriaGuildmasterHighwaymanHunterModifySkirmisherSpecialistSwap $6 Marquis
Allies: Architects' GuildBand of NomadsCave DwellersCircle of WitchesCity-stateCoastal HavenCrafters' GuildDesert GuidesFamily of InventorsFellowship of ScribesForest DwellersGang of PickpocketsIsland FolkLeague of BankersLeague of ShopkeepersMarket TownsMountain FolkOrder of AstrologersOrder of MasonsPeaceful CultPlateau ShepherdsTrappers' LodgeWoodworkers' Guild
Plunder $2 CageGrottoJewelled EggSearchShaman $3 Secluded ShrineSirenStowawayTaskmaster $4 AbundanceCabin BoyCrucibleFlagshipFortune HunterGondolaHarbor VillageLanding PartyMapmakerMaroonRopeSwamp ShacksTools $5 Buried TreasureCrewCutthroatEnlargeFigurineFirst MateFrigateLongshipMining RoadPendantPickaxePilgrimQuartermasterSilver MineTricksterWealthy Village $6 Sack of Loot $7 King's Cache $7* Loots (AmphoraDoubloonsEndless ChaliceFigureheadHammerInsigniaJewelsOrbPrize GoatPuzzle BoxSextantShieldSpell ScrollStaffSword)
Events: $1 Bury $2 AvoidDeliverPerilRush $3 ForayLaunchMirrorPrepareScrounge $4 MaelstromJourney $6 Looting $10 InvasionProsper
Traits: CheapCursedFatedFawningFriendlyHastyInheritedInspiringNearbyPatientPiousRecklessRichShyTireless
Rising Sun 5D Mountain Shrine 6D Daimyo 8D Artist $2 FishmongerSnake Witch $3 AristocratCraftsmanRiverboatRoot Cellar $4 AlleyChangeNinjaPoetRiver ShrineRustic Village $5 Gold MineImperial EnvoyKitsuneLitterRice BrokerRoninTanukiTea House $6 Samurai $7 Rice
Events: 8D Continue $2 AmassAsceticismCreditForesight $3 KintsugiPractice $4 Sea Trade $5 Receive Tribute $7 Gather
Prophecies: Approaching ArmyBiding TimeBureaucracyDivine WindEnlightenmentFlourishing TradeGood HarvestGreat LeaderGrowthHarsh WinterKind EmperorPanicProgressRapid ExpansionSickness
Promo $3 Black MarketChurch $4 DismantleEnvoySauna/AvantoWalled Village $5 GovernorMarchlandStash $6 Captain $8 Prince
Events: $5 Summon
Base Cards $0 CopperCurse $2 Estate $3 Silver $4 Potion $5 Duchy $6 Gold $8 Province $9 Platinum $11 Colony
See also: Second EditionErrataOuttakes (Confusion) • Fan cardsCard storageList of cards (in other languages)