Skip to content

Instantly share code, notes, and snippets.

@rmkane
Forked from skags/dominion.xsd
Created April 17, 2012 04:59
Show Gist options
  • Star 0 You must be signed in to star a gist
  • Fork 0 You must be signed in to fork a gist
  • Save rmkane/2403553 to your computer and use it in GitHub Desktop.
Save rmkane/2403553 to your computer and use it in GitHub Desktop.
<?xml version="1.0" encoding="UTF-8"?>
<!-- Created by Isaac Holmlund (isaacch@gmail.com) -->
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema">
<xs:element name="type" nillable="false">
<xs:simpleType>
<xs:restriction base="xs:string">
<xs:enumeration value="action"/>
<xs:enumeration value="action-attack"/>
<xs:enumeration value="action-duration"/>
<xs:enumeration value="action-reaction"/>
<xs:enumeration value="action-victory"/>
<xs:enumeration value="treasure"/>
<xs:enumeration value="treasure-victory"/>
<xs:enumeration value="victory"/>
<xs:enumeration value="curse"/>
</xs:restriction>
</xs:simpleType>
</xs:element>
<xs:element name="name" type="xs:string" nillable="false"/>
<xs:element name="set" default="base" nillable="false">
<xs:simpleType>
<xs:restriction base="xs:string">
<xs:enumeration value="base"/>
<xs:enumeration value="intrigue"/>
<xs:enumeration value="seaside"/>
<xs:enumeration value="alchemy"/>
<xs:enumeration value="promotional"/>
<xs:enumeration value="prosperity"/>
</xs:restriction>
</xs:simpleType>
</xs:element>
<xs:element name="description" type="xs:string"/>
<xs:element name="cost" nillable="false">
<xs:complexType>
<xs:simpleContent>
<xs:extension base="xs:integer">
<xs:attribute name="potion" type="xs:integer" use="optional"/>
</xs:extension>
</xs:simpleContent>
</xs:complexType>
</xs:element>
<xs:element name="cards">
<xs:complexType>
<xs:sequence>
<xs:element ref="basic"/>
<xs:element ref="kingdom"/>
</xs:sequence>
</xs:complexType>
</xs:element>
<xs:element name="card">
<xs:complexType>
<xs:sequence>
<xs:element ref="name"/>
<xs:element ref="set"/>
<xs:element ref="type"/>
<xs:element ref="cost"/>
<xs:element ref="description" minOccurs="0"/>
</xs:sequence>
</xs:complexType>
</xs:element>
<xs:element name="basic">
<xs:complexType>
<xs:sequence maxOccurs="unbounded">
<xs:element ref="card"/>
</xs:sequence>
</xs:complexType>
</xs:element>
<xs:element name="kingdom">
<xs:complexType>
<xs:sequence maxOccurs="unbounded">
<xs:element ref="card"/>
</xs:sequence>
</xs:complexType>
</xs:element>
</xs:schema>
<?xml version="1.0" encoding="UTF-8"?>
<!-- Created by Isaac Holmlund (isaacch@gmail.com) -->
<?xml-stylesheet type="text/xsl" href="print.xslt"?>
<cards xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="C:\Users\Isaac\Desktop\dominion.xsd">
<basic>
<card>
<name>Copper</name>
<set>base</set>
<type>treasure</type>
<cost>0</cost>
</card>
<card>
<name>Silver</name>
<set>base</set>
<type>treasure</type>
<cost>3</cost>
</card>
<card>
<name>Gold</name>
<set>base</set>
<type>treasure</type>
<cost>6</cost>
</card>
<card>
<name>Potion</name>
<set>alchemy</set>
<type>treasure</type>
<cost>4</cost>
<description>This is a basic Treasure card. It costs [4 coins] and produces [1 potion].
It is not a Kingdom card; see the Preparation rules.</description>
</card>
<card>
<name>Estate</name>
<set>base</set>
<type>victory</type>
<cost>2</cost>
</card>
<card>
<name>Duchy</name>
<set>base</set>
<type>victory</type>
<cost>5</cost>
</card>
<card>
<name>Province</name>
<set>base</set>
<type>victory</type>
<cost>8</cost>
</card>
<card>
<name>Curse</name>
<set>base</set>
<type>curse</type>
<cost>0</cost>
</card>
</basic>
<kingdom>
<card>
<name>Adventurer</name>
<set>base</set>
<type>action</type>
<cost>6</cost>
<description>If you have to shuffle in the middle, shuffle. Don't shuffle in the
revealed cards as these cards do not go to the Discard pile until you have
finished revealing cards. If you run out of cards after shuffling and still only
have one Treasure, you get just that one Treasure.</description>
</card>
<card>
<name>Bureauracrat</name>
<set>base</set>
<type>action-attack</type>
<cost>4</cost>
<description>If you have no cards left in your Deck when you play this card,
the Silver you gain will become the only card in your Deck. Similarly, if another
player has no cards in his Deck, the Victory card he puts on top will become
the only card in his Deck.</description>
</card>
<card>
<name>Cellar</name>
<set>base</set>
<type>action</type>
<cost>2</cost>
<description>You can't discard Cellar to itself, since it isn't in your hand any longer
when you resolve it. You choose what cards to discard and discard them all at
once. You only draw cards after you have discarded. If you have to shuffle to
do the drawing, the discarded cards will end up shuffled into your new Deck.</description>
</card>
<card>
<name>Chancellor</name>
<set>base</set>
<type>action</type>
<cost>3</cost>
<description>You must resolve the Chancellor (decide whether or not to
discard your Deck by flipping it into your Discard pile) before doing other
things on your turn, like deciding what to buy or playing another Action card.
You may not look through your Deck as you discard it.</description>
</card>
<card>
<name>Chapel</name>
<set>base</set>
<type>action</type>
<cost>2</cost>
<description>You can't trash the Chapel itself since it isn't in your hand when you
resolve it. You could trash a different Chapel card if that card were in your
hand.</description>
</card>
<card>
<name>Council Room</name>
<set>base</set>
<type>action</type>
<cost>5</cost>
<description>The other players must draw a card whether they want to or
not. All players should shuffle as necessary.</description>
</card>
<card>
<name>Feast</name>
<set>base</set>
<type>action</type>
<cost>4</cost>
<description>If you are playing multiple Festivals, keep a careful count of your
Actions. Say how many you have left out loud; this trick works every time (i.e.
"I'm playing the Festival and now have two Actions remaining. I play a Market
and have two Actions remaining. I play another Festival and now have three
Actions remaining….").</description>
</card>
<card>
<name>Festival</name>
<set>base</set>
<type>action</type>
<cost>5</cost>
<description>If you are playing multiple Festivals, keep a careful count of your
Actions. Say how many you have left out loud; this trick works every time (i.e.
"I'm playing the Festival and now have two Actions remaining. I play a Market
and have two Actions remaining. I play another Festival and now have three
Actions remaining….").</description>
</card>
<card>
<name>Gardens</name>
<set>base</set>
<type>victory</type>
<cost>4</cost>
<description>This Kingdom card is a Victory card, not an Action card. It does
nothing until the end of the game, when it is worth 1 victory point per 10
cards in your Deck (counting all of your cards – your Discard pile and hand
are part of your Deck at that point). Round down; if you have 39 cards,
Gardens is worth 3 victory points. During set-up, place 12 Gardens in the
Supply for a 3 or 4 player game and 8 in the Supply for a 2 player game.</description>
</card>
<card>
<name>Laboratory</name>
<set>base</set>
<type>action</type>
<cost>5</cost>
<description>Draw two cards. You may play another Action card during
your Action phase.</description>
</card>
<card>
<name>Library</name>
<set>base</set>
<type>action</type>
<cost>5</cost>
<description>If you have to shuffle in the middle, the set-aside cards are not
shuffled into the new Deck. They will be discarded when you have finished
drawing cards. If you run out of cards even after shuffling, you just get
however many there were. You are not obligated to set aside Actions – you
just have the option to do so. If you have 7 or more cards in hand after you
play the Library, you don't draw any cards.</description>
</card>
<card>
<name>Market</name>
<set>base</set>
<type>action</type>
<cost>5</cost>
<description>Draw a card. You may play another Action card during your
Action phase. During your Buy phase, you may buy an additional card from
the supply, and add one coin to the total value of the Treasure cards played.</description>
</card>
<card>
<name>Militia</name>
<set>base</set>
<type>action-attack</type>
<cost>4</cost>
<description>The attacked players discard cards until they have only 3 cards in
hand. Players who had 3 or fewer cards in hand when Militia was played
do not discard any cards.</description>
</card>
<card>
<name>Mine</name>
<set>base</set>
<type>action</type>
<cost>5</cost>
<description>Generally, you can trash a Copper card and gain a Silver, or trash a
Silver card and gain a Gold. However, you could also trash a Treasure to
gain the same Treasure or a cheaper one. The gained card goes in your
hand; thus, you can spend it the same turn. If you don't have a Treasure
card in your hand to trash, you can’t gain anything.</description>
</card>
<card>
<name>Moat</name>
<set>base</set>
<type>action-reaction</type>
<cost>2</cost>
<description>An Attack card is one that says "Attack" on the bottom line
(usually, "Action - Attack"). When someone else plays an Attack card, you
may reveal the Moat by showing it from your hand to the other players
and then returning it to your hand (before the Attack card resolves). You
are then unaffected by that Attack card. You won't gain a Curse because of
a Witch or reveal a card to a Spy, and so on. It's just like you aren't in the
game for purposes of resolving that Attack. Moat doesn't stop anything an
Attack does to other players or to the player of the Attack; for example, if
everyone else Moats a Witch, the person who played it still gets to draw 2
cards. Moat can also be played on your turn as an Action to draw 2 cards.</description>
</card>
<card>
<name>Moneylender</name>
<set>base</set>
<type>action</type>
<cost>4</cost>
<description>If you do not have a Copper in your hand to trash, you
don't get the +3 coins to spend in the Buy phase.</description>
</card>
<card>
<name>Remodel</name>
<set>base</set>
<type>action</type>
<cost>4</cost>
<description>You cannot trash the Remodel as it isn't in your hand when you
resolve it (you can trash a different Remodel card from your hand). If you
do not have a card to trash, you cannot gain a card from the Remodel. The
gained card goes in your Discard pile. You can only gain cards from the
Supply. The gained card need not cost exactly 2 coins more than the trashed
card; it can cost that much or any amount less. You cannot use coins from
Treasures or previous Actions (like the Market) to increase the cost of the
card you gain. You can trash a card to gain a copy of the same card.</description>
</card>
<card>
<name>Smithy</name>
<set>base</set>
<type>action</type>
<cost>4</cost>
<description>Draw three cards.</description>
</card>
<card>
<name>Spy</name>
<set>base</set>
<type>action-attack</type>
<cost>4</cost>
<description>Spy causes all players, including the one who played it, to reveal the
top card of their Deck. Note that you draw your card for playing Spy before
any cards are revealed. Anyone who does not have any cards left in their
Deck shuffles in order to have something to reveal. Anyone who still has no
cards to reveal doesn't reveal one. If players care about the order in which
things happen for this, you do yourself first, then each other player in turn
order. Revealed cards that aren't discarded are returned to the top of their
players' Decks.</description>
</card>
<card>
<name>Thief</name>
<set>base</set>
<type>action-attack</type>
<cost>4</cost>
<description>A player with just one card left reveals that last card and then shuffles
to get the other card to reveal (without including the revealed card); a player
with no cards left shuffles to get both of them. A player who still doesn't have
two cards to reveal after shuffling just reveals what he can. Each player trashes
one Treasure card at most, of the attacker's choice from the two revealed cards,
and then you gain any of the trashed cards that you want. You can only take
Treasures just trashed—not ones trashed on previous turns. You can take none
of them, all of them, or anything in between. Put the Treasures you decided to
gain into your Discard pile. The ones you choose not to gain stay in the Trash
pile.</description>
</card>
<card>
<name>Throne Room</name>
<set>base</set>
<type>action</type>
<cost>4</cost>
<description>You pick another Action card in your hand, play it, and play it
again. The second use of the Action card doesn't use up any extra Actions you
have. You completely resolve playing the Action the first time before playing it
the second time. If you Throne Room a Throne Room, you play an Action,
doing it twice, and then play another Action and do it twice; you do not
resolve an Action four times. If you Throne Room a card that gives you +1
Action, such as Market, you will end up with 2 Actions left afterwards, which
is tricky, because if you'd just played Market twice you'd only have 1 Action
left afterwards. Remember to count the number of Actions you have
remaining out loud to keep from getting confused! You cannot play any other
Actions in between playing the Throne Roomed Action twice.</description>
</card>
<card>
<name>Village</name>
<set>base</set>
<type>action</type>
<cost>3</cost>
<description>If you're playing multiple Villages, keep a careful count of your
Actions. Say how many you have left out loud; this trick works every time.</description>
</card>
<card>
<name>Witch</name>
<set>base</set>
<type>action-attack</type>
<cost>5</cost>
<description>If there aren't enough Curses left to go around when you play the
Witch, you deal them out in turn order – starting with the player after you. If
you play Witch with no Curses remaining, you will still draw 2 cards. A player
gaining a Curse puts it face-up into his Discard pile.</description>
</card>
<card>
<name>Woodcutter</name>
<set>base</set>
<type>action</type>
<cost>3</cost>
<description>During your Buy phase, you add two coins to the total value of
the Treasure cards played, and you may buy an additional card from the
Supply.</description>
</card>
<card>
<name>Workshop</name>
<set>base</set>
<type>action</type>
<cost>3</cost>
<description>The card you gain is put into your Discard pile. It has to be a card
from the Supply. You cannot use coins from Treasures or previous Actions
(like the Market) to increase the cost of the card you may gain.</description>
</card>
<!--
Intrigue
-->
<card>
<name>Baron</name>
<set>intrigue</set>
<type>action</type>
<cost>4</cost>
<description>You are never obligated to discard an Estate, even if you have one in your hand.
However, if you do not discard an Estate, you must gain an Estate (if there are any
left); you cannot choose to just get +1 Buy from this card.</description>
</card>
<card>
<name>Bridge</name>
<set>intrigue</set>
<type>action</type>
<cost>4</cost>
<description>Costs are 1 coin lower for all purposes. For example, if you played Village, then
Bridge, then Workshop, you could use Workshop to gain a Duchy (because Duchy now
costs 4 coins due to the Bridge). Then if you played 3 coins, you could buy a Silver (for
2 coins) and an Estate (for 1 coin). Cards in players' decks are also affected. The effect
is cumulative; if you Throne Room a Bridge, all cards will cost 2 coins less this turn.
Costs never go below 0 coins. For this reason, if you play Bridge and then play
Upgrade, you could trash a Copper (which still costs zero, even though you played
Bridge) and gain a Pawn (which costs 1 after Bridge is played).</description>
</card>
<card>
<name>Conspirator</name>
<set>intrigue</set>
<type>action</type>
<cost>4</cost>
<description>You evaluate whether or not Conspirator gives you +1 Card and +1
Action when you play it. If later in the turn you play more Action cards, you do not go
back and reevaluate a Conspirator played earlier. For the purposes of counting actions,
if you Throne Room an Action, that's one Action for the Throne Room, one for the
selected Action played the first time, and one for the selected Action played the second
time. For example, if you play Throne Room on Conspirator, the first Conspirator will
be your second Action, and won't give you +1 Card or +1 Action, but the second
Conspirator will be your third Action, and you will get +1 Card and +1 Action for that
second Conspirator. Action - Victory cards are Actions.</description>
</card>
<card>
<name>Coppersmith</name>
<set>intrigue</set>
<type>action</type>
<cost>4</cost>
<description>This just changes how much money you get when playing Copper. The
effect is cumulative; if you use Throne Room on Coppersmith, each Copper that you
play that turn will produce 3 coins.</description>
</card>
<card>
<name>Courtyard</name>
<set>intrigue</set>
<type>action</type>
<cost>2</cost>
<description>You draw cards and add them to your hand before putting one back. The
card you put on top of your deck can be any card in your new hand and doesn't have
to be one of the 3 you just drew.</description>
</card>
<card>
<name>Duke</name>
<set>intrigue</set>
<type>victory</type>
<cost>5</cost>
<description>This does nothing until the end of the game, at which time it's worth 1VP per
Duchy you have. This counts all of your cards - your Discard pile and hand are part of
your Deck at that point. During set-up, place 12 Dukes in the Supply for a 3- or 4-
player game and 8 in the Supply for a 2-player game.</description>
</card>
<card>
<name>Great Hall</name>
<set>intrigue</set>
<type>action-victory</type>
<cost>3</cost>
<description>This is both an Action card and a Victory card. When you play it, you draw
a card and may play another Action. At the end of the game, it's worth 1VP, like an
Estate. During set-up, place 12 Great Halls in the Supply for a 3- or 4-player game and
8 in the Supply for a 2-player game.</description>
</card>
<card>
<name>Harem</name>
<set>intrigue</set>
<type>treasure-victory</type>
<cost>6</cost>
<description>This is both a Treasure card and a Victory card. You can play it for 2 coins, just
like a Silver card. At the end of the game, it's worth 2VP. During set-up, place 12
Harems in the Supply for a 3- or 4-player game and 8 in the Supply for a 2-player
game.</description>
</card>
<card>
<name>Ironworks</name>
<set>intrigue</set>
<type>action</type>
<cost>4</cost>
<description>The card you gain must be from the Supply and is put into your discard
pile. You get a bonus depending on what type of card you gained. A card with 2 types
gives you both bonuses; if you use Ironworks to gain a Great Hall, you will then draw a
card (because Great Hall is a Victory card) and may play another Action (because Great
Hall is an Action card). Costs of cards are affected by Bridge.</description>
</card>
<card>
<name>Masquerade</name>
<set>intrigue</set>
<type>action</type>
<cost>3</cost>
<description>First you draw 2 cards. Next, each player (all at the same time) chooses a
card from his hand and places it face down on the table between him and the player to
his left. The player to the left then puts that card into his hand. Cards are passed
simultaneously, so you may not look at the card you are receiving until you have
chosen a card to pass. Finally, you may trash a card from your hand. Only the player
who played Masquerade may trash a card. This is not an Attack and cannot be
responded to with Moat or Secret Chamber.</description>
</card>
<card>
<name>Mining Village</name>
<set>intrigue</set>
<type>action</type>
<cost>4</cost>
<description>You must decide whether to trash Mining Village or not before
moving on to other actions or other phases. You get a card and +2 Actions, whether
you choose to trash it or not. If you trash it you also get +2 Coins. If you Throne Room
a Mining Village, you cannot trash Mining Village twice. You will get +1 Card, +2
Actions, and +2 Coins the first time you play it and trash it and when you play it the
second time with the Throne Room you get +1 Card and +2 Actions but cannot trash it
again.</description>
</card>
<card>
<name>Minion</name>
<set>intrigue</set>
<type>action-attack</type>
<cost>5</cost>
<description>You get +1 Action whichever option you choose. The options are +2 coins, or
everything after that - discarding, drawing 4 cards, and other players discarding and
drawing. A player who Moats this neither discards nor draws. Other players are only
affected by this if they have 5 or more cards in hand. Other players can use Secret
Chamber when you play Minion even if they do not have 5 or more cards in hand.</description>
</card>
<card>
<name>Nobles</name>
<set>intrigue</set>
<type>action-victory</type>
<cost>6</cost>
<description>This is both an Action card and a Victory card. When you play it, you choose
either to draw 3 cards or to get 2 more Actions to use; you cannot mix and match. At
the end of the game, this is worth 2VP. During set-up, place 12 Nobles in the Supply
for a 3- or 4-player game and 8 in the Supply for a 2-player game.</description>
</card>
<card>
<name>Pawn</name>
<set>intrigue</set>
<type>action</type>
<cost>2</cost>
<description>First pick any 2 of the 4 options. You cannot pick the same option twice. After
picking both, do both, in either order. You may not choose to draw a card, look at the
card drawn, and then make your second choice.</description>
</card>
<card>
<name>Saboteur</name>
<set>intrigue</set>
<type>action-attack</type>
<cost>5</cost>
<description>Each other player turns over the top cards of his deck until he reveals one
costing 3 coins or more. If a player needs to shuffle to continue revealing cards, he
does not shuffle in the already revealed cards. If he goes through all of his cards
without finding a card costing 3 coins or more, he just discards everything revealed
and is done. If he does find a card costing 3 coins or more, he trashes it, and then may
choose to gain a card costing at most 2 coins less than the trashed card. For example, if
he trashed a card costing 5 coins, he may gain a card costing up to 3 coins. The gained
card must be from the Supply and is put into his discard pile, as are his revealed cards.
Costs of cards are affected by Bridge.</description>
</card>
<card>
<name>Scout</name>
<set>intrigue</set>
<type>action</type>
<cost>4</cost>
<description>If there are fewer than 4 cards left in your deck, reveal all the cards in your
deck, shuffle your discard pile (which does not include currently revealed cards), and
then reveal the remainder needed. Action - Victory cards are Victory cards. Curse cards
are not Victory cards. Take all revealed Victory cards into your hand; you cannot choose
to leave some on top. You do not have to reveal the order that you put cards back in.</description>
</card>
<card>
<name>Secret Chamber</name>
<set>intrigue</set>
<type>action-reaction</type>
<cost>2</cost>
<description>When you play this as an Action on your turn, you first discard any
number of cards from your hand, then get 1 coin per card you discarded. You may
choose to discard zero cards, but then you will get zero additional coins. The other
ability does nothing at that time as it is only used as a Reaction. When someone else
plays an Attack card, you may reveal Secret Chamber from your hand. If you do, first
you draw 2 cards, then you put any 2 cards from your hand on top of your deck (in
any order). The cards you put back do not have to be the ones you drew. You can put
Secret Chamber itself on top of your deck; it's still in your hand when you reveal it.
Revealing Secret Chamber happens prior to resolving what an Attack does to you. For
example, if another player plays Thief, you can reveal Secret Chamber, draw 2 cards, put
2 back, and then you resolve getting hit by the Thief. You can reveal Secret Chamber
whenever another player plays an Attack card, even if that Attack would not affect you.
Also, you can reveal more than one Reaction card in response to an Attack. For
example, after revealing the Secret Chamber in response to an Attack and resolving the
effect of the Secret Chamber, you can still reveal a Moat to avoid the Attack completely.</description>
</card>
<card>
<name>Shanty Town</name>
<set>intrigue</set>
<type>action</type>
<cost>3</cost>
<description>You get 2 more Actions to use no matter what else happens. Then you
must reveal your hand. If you have no Action cards in hand, you draw 2 cards. If the
first card you draw is an Action card, you still draw the second card. Action - Victory
cards are Action cards.</description>
</card>
<card>
<name>Steward</name>
<set>intrigue</set>
<type>action</type>
<cost>3</cost>
<description>If you choose to trash 2 cards and have 2 or more cards in your hand after
playing the Steward, then you must trash exactly 2 cards. You may choose to trash 2
cards, even if you only have 1 card left in your hand after playing the Steward; just
trash the remaining card in your hand. You cannot mix and match - you either draw 2
cards, get 2 coins, or trash 2 cards.</description>
</card>
<card>
<name>Swindler</name>
<set>intrigue</set>
<type>action-attack</type>
<cost>3</cost>
<description>A player with no cards left in his Deck shuffles first; a player who still has
no cards does not trash a card or gain a card. If the order matters (such as when piles
are running low), resolve Swindler in turn order starting with the player to your left.
Gained cards go to discard piles. If a player trashes a 0-cost card such as Copper, you
may choose to give him Curse (if there are any left). You can give a player another copy
of the same card he trashed. The gained cards have to be ones from the Supply, and
you have to pick a card that's left if you can (you cannot pick an empty pile). If there
are no cards in the Supply with the same cost as a given player's trashed card, no card
is gained by that player. A player who Moats this does not reveal a card from his deck,
and so neither trashes a card nor gains a card.</description>
</card>
<card>
<name>Torturer</name>
<set>intrigue</set>
<type>action-attack</type>
<cost>5</cost>
<description>Each other player chooses which option to suffer and then suffers it. A
player can choose to gain a Curse even when there are no Curses left, in which case he
doesn't gain one; and a player can choose to discard 2 cards even if he has no cards in
hand or one card in hand (if he has one card, he discards that single card). Gained
Curses go to the players' hands rather than their discard piles. If there aren't enough
Curses left for everybody, deal them around in turn order starting with the player to
your left. When the order matters (such as with very few Curses left), each player
makes his decision of which fate to suffer in turn order.</description>
</card>
<card>
<name>Trading Post</name>
<set>intrigue</set>
<type>action</type>
<cost>5</cost>
<description>If you have 2 or more cards, you must trash exactly 2 cards and gain a
Silver card. The gained Silver card goes into your hand and can be spent the same turn.
If the Silver pile is empty, you do not gain a Silver card (but still trash cards if possible).
If you only have one card left in your hand and you play Trading Post, you trash the
one remaining card but you do not gain a Silver. If you have no cards left when you
play this, nothing happens.</description>
</card>
<card>
<name>Tribute</name>
<set>intrigue</set>
<type>action</type>
<cost>5</cost>
<description>If the player after you has fewer than 2 cards left in his deck, he reveals all
the cards in his deck, shuffles his discard pile (which does not include currently
revealed cards), and then reveals the remainder needed. The player then discards the
revealed cards. If the player after you does not have enough cards to reveal 2, he reveals
what he can. You get bonuses for the types of cards revealed, counting only the
different cards. A card with 2 types gives you both bonuses. So if the player to your left
reveals Copper and Harem, you get +4 coins and +2 cards; if he reveals 2 Silvers, you
just get +2 coins. Curse produces no bonus.</description>
</card>
<card>
<name>Upgrade</name>
<set>intrigue</set>
<type>action</type>
<cost>5</cost>
<description>Draw a card first. Then, you must trash a card from your hand and gain a
card costing exactly 1 coin more than the trashed card. The gained card has to be a card
in the Supply, and it goes into your discard pile. If there are no cards available for that
cost, you do not get one (you still trashed a card though). If you do not have a card in
your hand to trash, you neither trash nor gain a card. Card costs are affected by Bridge.
Since Bridge affects the costs of the card you trash and the card you gain, in most cases
the Bridge will have no net effect. But since cards cannot go below zero in cost, a
Bridge played before an Upgrade would allow you to trash a Copper (cost of zero, even
with the Bridge) and gain an Estate (cost of 1 as a result of the Bridge).</description>
</card>
<card>
<name>Wishing Well</name>
<set>intrigue</set>
<type>action</type>
<cost>3</cost>
<description>First you draw your card. Then name a card ("Copper," for example -
not "Treasure") and reveal the top card of your deck; if you named the same card you
revealed, put the revealed card in your hand. If you do not name the right card, you
put the revealed card back on top.</description>
</card>
<!--
Seaside
-->
<card>
<name>Ambassador</name>
<set>seaside</set>
<type>action-attack</type>
<cost>3</cost>
<description>First you choose and reveal a card from your hand.
You may place up to 2 copies of that card from your hand back
in the Supply. You may choose not to put any of them back in
the Supply. Then the other players each gain a copy of it from
the Supply. If the pile for the chosen card runs out, some players
may not get one; cards are given out in turn order starting with
the next player. If you have no other cards in hand when you
play this, it does nothing.</description>
</card>
<card>
<name>Bazaar</name>
<set>seaside</set>
<type>action</type>
<cost>5</cost>
<description>You draw a card, get 2 more Actions to use, and get 1
more coin to spend this turn.</description>
</card>
<card>
<name>Caravan</name>
<set>seaside</set>
<type>action-duration</type>
<cost>4</cost>
<description>Draw a card at the start of your next turn (not
before); Caravan itself is discarded during the Clean-up phase of
that subsequent turn.</description>
</card>
<card>
<name>Cutpurse</name>
<set>seaside</set>
<type>action-attack</type>
<cost>4</cost>
<description>Other players must discard one and only one Copper.
If they do not have a Copper, they must reveal their hand for all
players to see.</description>
</card>
<card>
<name>Embargo</name>
<set>seaside</set>
<type>action</type>
<cost>2</cost>
<description>You can pick any pile in the supply. If multiple
Embargo cards are used to put Embargo tokens on the same pile,
a player gains a Curse card for every Embargo token when they
buy a card from that pile. You do not gain a Curse card if you
gain a card from an Embargoed pile without buying it (for
example, if you gain a card with Smugglers). If you Throne Room
an Embargo, you place two Embargo tokens and they do not
have to go on the same Supply pile. If you run out of Embargo
tokens, use a suitable replacement to mark Embargoed piles. If
there are no Curses left, Embargo tokens do nothing.</description>
</card>
<card>
<name>Explorer</name>
<set>seaside</set>
<type>action</type>
<cost>5</cost>
<description>You don't have to reveal a Province if you have one. If
you do reveal one you gain a Gold, otherwise you gain a Silver.
The gained card comes from the supply and is put into your
hand; it can be spent the same turn.</description>
</card>
<card>
<name>Fishing Village</name>
<set>seaside</set>
<type>action-duration</type>
<cost>3</cost>
<description>You get a coin to spend and 2 more Actions to
use this turn. At the start of your next turn you get a coin and
only one more Action. This means you will be able to play 2
Actions total on your next turn (counting your normal Action).
Leave this in front of you until the Clean-up phase of your next
turn.</description>
</card>
<card>
<name>Ghost Ship</name>
<set>seaside</set>
<type>action-attack</type>
<cost>5</cost>
<description>The other players choose which cards they put on
their decks and in what order. This has no effect on another
player who already has only 3 cards in hand. A player with no
cards left in their deck does not shuffle; the cards put back
become the only cards in their deck.</description>
</card>
<card>
<name>Haven</name>
<set>seaside</set>
<type>action-duration</type>
<cost>2</cost>
<description>First draw a card; then choose a card from your hand
and set it aside, face down. Put the set aside card on the Haven,
to remind you what it's for. Other players don't get to see what
you put down. You have to set aside a card; it's not optional.
Haven and the card stay there until the start of your next turn,
at which point you put the set aside card into your hand. Haven
itself is discarded during the Clean-up phase of that subsequent
turn.</description>
</card>
<card>
<name>Island</name>
<set>seaside</set>
<type>action-victory</type>
<cost>4</cost>
<description>When you first take this card, take an Island player mat.
Island is both an Action card and a Victory card. In a 3- or 4-
player game, use 12 Islands. Use 8 Islands in a 2-player game.
Island and the card set aside with it are set aside face up on the
Island player mat provided. They should not be shuffled back
into your deck when you shuffle your discard pile. They are
returned to your deck at the end of the game in order to
calculate total victory points. Island is worth 2VP. If you
have no other cards in hand when you play Island, just set Island
aside by itself. If you Throne Room an Island, set aside the Island
and a card from your hand, then set aside another card from
your hand. You may look through the cards on your Island
playing mat (they are face up) and other players may ask to see
what you have there as well.</description>
</card>
<card>
<name>Lighthouse</name>
<set>seaside</set>
<type>action-duration</type>
<cost>2</cost>
<description>You get an action and a coin this turn, but only a
coin next turn. Attack cards played by other players don’t affect
you, even if you want them to. You could reveal Secret Chamber
in order to draw 2 cards and put 2 cards from your hand back
on top of your deck when an Attack card is played, and you will
still not suffer from the Attack card. You do still gain the
benefits (like + Cards) of Attack cards you play on your turn.
Lighthouse is discarded during the Clean-up phase of your next
turn.</description>
</card>
<card>
<name>Lookout</name>
<set>seaside</set>
<type>action</type>
<cost>3</cost>
<description>If you do not have 3 cards to look at from the top of
your deck, look at as many as you can and then shuffle your
discard pile to look at the remaining cards. You should look at
all 3 cards before deciding which card to trash, which card to
discard, and which card to put back on top of your deck. If the
3 cards you look at are the last 3 cards in your deck, the card you
put back on top of your deck will be the only card left in your
deck. If you have less than 3 cards to look at, even after
shuffling, then you must follow the instructions on the card in
order. If you only have one card to look at, you must trash it. If
you have 2 cards to look at, you must trash one and discard one.</description>
</card>
<card>
<name>Merchant Ship</name>
<set>seaside</set>
<type>action-duration</type>
<cost>5</cost>
<description>You get 2 coins to spend this turn, and 2 more
on your next turn. Leave this in front of you until the Clean-up
phase of your next turn.</description>
</card>
<card>
<name>Native Village</name>
<set>seaside</set>
<type>action</type>
<cost>2</cost>
<description>When you first gain one of these, take a Native
Village player mat to put cards from this on. When you play
Native Village, either take all of the set aside cards from your
Native Village player mat and put them into your hand, or set
aside the top card of your deck face down (shuffling first if
needed) on the Native Village player mat. You may choose either
option even if you have no cards on your mat or no cards in
your deck. You may look at the cards on your Native Village
player mat at any time. At the end of the game, any cards still on
your mat return to your deck for scoring. Native Village itself
does not get set aside; it goes to your discard pile during the
Clean-up phase.</description>
</card>
<card>
<name>Navigator</name>
<set>seaside</set>
<type>action</type>
<cost>4</cost>
<description>You discard all 5 cards or none of them. If you don't
discard them, put them back in any order. If there aren't 5 cards
left in your deck, look at as many as you can, then shuffle your
discard pile (not including the cards you are currently looking
at),and look at the rest. If there still aren't 5, you just look at
however many are left, and put them back or discard them.</description>
</card>
<card>
<name>Outpost</name>
<set>seaside</set>
<type>action-duration</type>
<cost>5</cost>
<description>The extra turn is completely normal except that your
starting hand for it is only 3 cards. This means that you only
drew 3 cards instead of 5 cards during the Clean-up phase of the
turn when you played Outpost. Leave Outpost in front of you
until the end of the extra turn. If you play Outpost as well as a
"Now and at the start of your next turn" card, such as Merchant
Ship, the turn from Outpost will be that next turn, so you'll get
those coins then. If you manage to play Outpost twice in one
turn, you will still only get one extra turn. If you play Outpost
during an extra turn, it won't give you another turn.</description>
</card>
<card>
<name>Pearl Diver</name>
<set>seaside</set>
<type>action</type>
<cost>2</cost>
<description>Draw a card before you look at the bottom card of
your deck. If placing the card on top of your deck, be sure not
to look at the next card on the bottom of your deck while
moving the card. If you have no cards left when it's time to look
at the bottom, you shuffle first.</description>
</card>
<card>
<name>Pirate Ship</name>
<set>seaside</set>
<type>action-attack</type>
<cost>4</cost>
<description>When you first take this card, take a Pirate Ship
player mat. If you use the Pirate Ship to trash treasures, a player
with just one card left reveals that last card and then shuffles to
get the other card to reveal (without including the revealed
card); a player with no cards left shuffles to get both of them. A
player who still doesn't have two cards to reveal after shuffling
just reveals what he can. Each player trashes one Treasure card at
most, of the attacker's choice from the two revealed cards. As
long as you trashed at least one Treasure card in this way, place a
Coin token on your Pirate Ship player mat. You can't get more
than one Coin token each time you play Pirate Ship, no matter
how many treasures it trashes. If you choose not to try to trash
treasures from the other players, the Pirate Ship is worth one
coin for each Coin token on your Pirate Ship player mat. The
Coin tokens are cumulative, so after you have used your Pirate
Ships to trash coins 3 times (and you trash at least one Treasure
card each time), any Pirate Ship you play could be worth 3 coins.
Pirate Ship is an Action-Attack and players can reveal Secret
Chamber even if you choose to use Pirate Ship for the coin value.</description>
</card>
<card>
<name>Salvager</name>
<set>seaside</set>
<type>action</type>
<cost>4</cost>
<description>If you have at least one card in your hand, then you
must trash one. If you don't have a card in hand left to trash,
you get no coins, but still get the +1 Buy.</description>
</card>
<card>
<name>Sea Hag</name>
<set>seaside</set>
<type>action-attack</type>
<cost>4</cost>
<description>A player with no cards left in his deck shuffles first in
order to get a card to discard. If he still has no cards, he doesn't
discard one. A player discarding his last card to this has the
gained Curse become the only card in his deck. If there aren't
enough Curses left to go around, deal them out in turn order,
starting with the player to the left of the player who played Sea
Hag.</description>
</card>
<card>
<name>Smugglers</name>
<set>seaside</set>
<type>action</type>
<cost>3</cost>
<description>This looks at the most recent turn of the player to
your right, even if you've taken multiple turns in a row. If that
player gained no cards, or nothing costing 6 or less, then
Smugglers does nothing. If that player gained multiple cards
costing 6 or less, you choose which one to gain a copy of. Gained
cards must come from the supply. They can be any card gained,
whether bought or otherwise gained; you can even gain a card
that the previous player gained with Smugglers. If the previous
player gained a card via Black Market, you will not be able to
gain a copy of it, as there are no copies of it in the supply. This is
not an Attack; Lighthouse and Moat can't stop it.</description>
</card>
<card>
<name>Tactitian</name>
<set>seaside</set>
<type>action-duration</type>
<cost>5</cost>
<description>You wait until the start of your next turn to draw the
5 extra cards; you don’t draw them at the end of the turn you
played Tactician. Tactician stays out in front of you until the
Clean-up phase of your next turn. Because you must discard at
least one card in order to gain the bonuses from Tactician, it is
not possible to Throne Room a Tactician to get + 10 cards, +2
Buys, and + 2 Actions. You will have to discard all of your cards
with the first Tactician and you will not have cards left in your
hand to trigger the card drawing or the extra Buy or the extra
Action when you play Tactician for the second time.</description>
</card>
<card>
<name>Treasure Map</name>
<set>seaside</set>
<type>action</type>
<cost>4</cost>
<description>You can play this without another Treasure Map
in your hand; if you do, you trash this and gain nothing. You
have to actually trash two copies of Treasure Map to gain the
Golds; so for example if you Throne Room a Treasure Map, with
two more Treasure Maps in hand, then the first time Treasure
Map resolves you trash it and another one and gain 4 Golds, and
the second time it resolves you trash your other Treasure Map
but gain nothing (since you didn't actually trash the played
Treasure Map that time). If there aren't enough Gold cards left,
just gain what you can. The gained Golds go on top of your
Deck. If your deck was empty they become the only cards in it.</description>
</card>
<card>
<name>Treasury</name>
<set>seaside</set>
<type>action</type>
<cost>5</cost>
<description>If you buy multiple cards and at least one of them is a
Victory card, then none of your Treasuries can be put on top of
your deck. If you played multiple Treasuries and did not buy a
Victory card this turn, then you can put any or all of the played
Treasuries on top of your deck. If you forget and discard a
Treasury to your discard pile, then essentially you have chosen
not to use the optional ability. You may not dig through your
discard pile to retrieve it later. Gaining a Victory card without
buying it, such as with Smugglers, does not stop you from
putting Treasury on top of your deck.</description>
</card>
<card>
<name>Warehouse</name>
<set>seaside</set>
<type>action</type>
<cost>3</cost>
<description>If you do not have 3 cards to draw in you deck,
draw as many as you can, shuffle your discard pile, and draw the
remaining cards. If you are still not able to draw 3 cards, draw
as many as you can. You will still need to discard 3 cards if you
can, even if you couldn’t draw 3. You may discard any
combination of cards that you just drew with the Warehouse or
cards that were previously in your hand.</description>
</card>
<card>
<name>Wharf</name>
<set>seaside</set>
<type>action-duration</type>
<cost>5</cost>
<description>You draw 2 cards and get an extra Buy this turn, and
then draw 2 more cards and get another extra Buy at the start of
your next turn. You don't draw your extra 2 cards for next turn
until that turn actually starts. Leave this in front of you until the
Clean-up phase of your next turn.</description>
</card>
<!--
Alchemy
-->
<card>
<name>Alchemist</name>
<set>alchemy</set>
<type>action</type>
<cost potion="1">3</cost>
<description>When you play this, you draw two cards and may
play an additional Action card this turn. In the Clean-up Phase,
when you discard this, if you have at least one Potion card in play,
you may put Alchemist on top of your deck. This is optional and
happens before drawing your new hand. If you have no cards in
your deck when you do this, Alchemist becomes the only card in
your deck. If you have multiple Alchemists and a Potion, you can
put any or all of the Alchemists on top of your deck. You don't
have to have used the Potion to buy anything, you only need to
have played it.</description>
</card>
<card>
<name>Apothecary</name>
<set>alchemy</set>
<type>action</type>
<cost potion="1">2</cost>
<description>You draw a card first. Then reveal the top four cards,
put the Coppers and Potions into your hand, and put the rest
back on top of your deck. If there aren't four cards left in your
deck, reveal what you can and shuffle to get the rest. If there still
aren't enough cards, just reveal what there is. Any cards that are
not Copper and are not Potion go back on top of your deck in an
order you choose. You cannot choose not to take all of the
Coppers and Potions. If after revealing four cards there are no
cards left in your deck, the cards you put back will become the
only cards in your deck.</description>
</card>
<card>
<name>Apprentice</name>
<set>alchemy</set>
<type>action</type>
<cost>5</cost>
<description>If you do not have any cards left in hand to trash,
you do not draw any cards. If you trash a card costing 0, such as
Curse or Copper, you do not draw any cards. Otherwise you draw
a card per [coin] the card you trashed cost, and another two cards if
it had [potion] in its cost. For example, if you trash a Golem, which
costs [4 coins and 1 potion], you draw 6 cards.</description>
</card>
<card>
<name>Familiar</name>
<set>alchemy</set>
<type>action-attack</type>
<cost potion="1">3</cost>
<description>If there aren't enough Curses left to go around when
you play Familiar, you deal them out in turn order, starting with
the player to your left. If you play Familiar with no Curses
remaining, you will still get +1 Card and +1 Action. A player
gaining a Curse puts it face-up into his Discard pile.</description>
</card>
<card>
<name>Golem</name>
<set>alchemy</set>
<type>action</type>
<cost potion="1">4</cost>
<description>Reveal cards from the top of your deck, one at a time,
until you have revealed two Action cards that are not Golem. If
you run out of cards before revealing two non-Golem Actions,
shuffle your discard pile (but not the revealed cards) and
continue. If you run out and have no discard pile left either, you
just get the Actions you found. Discard all of the revealed cards
except for the non-Golem Actions you found. If you did not find
any, you're done. If you found one, play it. If you found two, play
them both, in either order. You cannot choose not to play one of
them. These Action cards are not in your hand and so are
unaffected by things that look for cards in your hand. For
example, if one of them is Throne Room (from Dominion), you
cannot use it on the other one.</description>
</card>
<card>
<name>Herbalist</name>
<set>alchemy</set>
<type>action</type>
<cost>2</cost>
<description>When you play this, you get an extra coin to spend
this turn, and may buy an additional card in your Buy phase.
When you discard this from play (usually during Clean-up), you
may choose a Treasure card you have in play, and put that card on
your deck. If you have no cards in your deck, that Treasure will
become the only card in your deck. You choose what order to
discard cards during Clean-up; so, for example, if you have
Herbalist, Potion, and Alchemist in play, you could choose to
discard Alchemist first, putting it on top of your deck, then
discard Herbalist, and put Potion on top of your deck. If you have
multiple Herbalists in play, each one will let you put another
Treasure from play onto your deck when you discard it.</description>
</card>
<card>
<name>Philosopher's Stone</name>
<set>alchemy</set>
<type>treasure</type>
<cost potion="1">3</cost>
<description>This is a Treasure card. It is a Kingdom card;
it will only be in games where it is randomly dealt out as one of
the 10 Kingdom cards, or otherwise selected to be one of them. It
is played during your Buy phase, like other Treasure cards. When
you play it, count the number of cards in your deck and discard
pile combined, divide by 5, and round down. That is how many
coins this produces for you. Once played, the amount of coins
you get does not change even if the number of cards changes later
in the turn. The next time you play it, count again. If you play
multiple copies, obviously the number will be the same for all of
them. It does not matter what order your discard pile is in, but
the order your deck is in matters. Do not change that order while
counting! You will get to look through your discard pile as you
count it. You only count your deck and discard pile, not your
hand or cards in play or set aside cards. You cannot play more
Treasures after buying something in your buy phase; so for
example you cannot buy a card, then play Philosopher's Stone,
then buy another card.</description>
</card>
<card>
<name>Possesion</name>
<set>alchemy</set>
<type>action</type>
<cost potion="1">6</cost>
<description>You are not taking a turn with the deck of the player
to your left; that player is taking a turn, with you making the
decisions and gaining the cards. This is a crucial difference to keep
in mind when considering card interactions – the “you” in all
cards still refers to the player being Possessed, not the player
doing the Possessing. Possession has several pieces to it:
- You can see the Possessed player's cards for the entire turn,
which means you will see his next hand during Clean-up. You will
also see any cards he is entitled to see due to card rules; for
example, you can look at cards he has set aside with Native Village
(from Seaside). You can count any cards he can count.
- You make all decisions for the Possessed player, including what
cards to play, decisions those cards provide, and what cards to
buy.
- Any cards the Possessed player would have gained in any way,
you gain instead; this includes cards bought, as well as cards
gained due to Actions. The cards you gain this way go to your
discard pile, even if they would have gone to that player's hand or
the top of his deck or somewhere else. You only gain cards he
would have; you do not gain tokens he would have (for example
from the Dominion: Seaside card Pirate Ship).
- During the Possessed turn, whenever one of that player's cards is
trashed, set it aside, and that player puts it into his discard pile at
the end of the turn, after Clean-up. This counts as the card being
trashed, so, for example, you could trash a Mining Village (from
Dominion: Intrigue) and get the [2 coins]. Getting those cards back at
end of turn does not count as those cards being gained (so for
example, you won't get them). Other players' cards that are
trashed during that turn are not returned.
- Cards passed with Masquerade (from Dominion: Intrigue) are
not being gained or trashed, and so are passed normally. Cards
returned to the Supply with Ambassador (from Dominion:
Seaside) are also not being trashed, and so return to the Supply
normally.
- If you make another player play an Attack via Possession, that
Attack will hit you like it would normally. If you want to use a
Reaction in response to that Attack (such as Secret Chamber from
Dominion: Intrigue), you would be the one revealing the
Reaction, not the player being Possessed.
- Possession causes an extra turn to be played, like the card
Outpost does (from Dominion: Seaside). The extra turn happens
only after this turn is completely over - you will have discarded
everything and drawn your next hand. Outpost only prevents
itself from giving a player two consecutive turns, it does not
prevent other cards or the rules from doing so. So, for example, if
you play Possession in a two-player game, then after the
Possession turn, that player still gets his normal turn. If he played
Outpost during that turn though, it would not give him an extra
turn. If you play both Outpost and Possession in the same turn,
the Outpost turn happens first. If you make someone play
Outpost during a turn in which you Possessed them, that player
will get the extra turn and make decisions during it and so forth,
not you; if you make someone play Possession during a turn in
which you Possessed them, that will make that player Possess the
player to his left, rather than you getting to Possess anyone
further. Possession turns (and other extra turns) do not count for
the tiebreaker. Once the game ends, no further turns are played,
including extra turns from Possession and Outpost.
- Unlike Outpost, Possession is not a Duration card. It is discarded
in the Clean-up phase of the turn you played it.
- Possession is cumulative; if you play it twice in one turn, there
will be two extra turns after this one.</description>
</card>
<card>
<name>Scrying Pool</name>
<set>alchemy</set>
<type>action-attack</type>
<cost potion="1">2</cost>
<description>First you reveal the top card of each player's deck,
and either have them discard it or have them put it back. If
people care about the order, go clockwise, starting with yourself.
You make a separate decision for each player. After you finish
making those decisions, reveal cards from the top of your deck
until you reveal a card that isn't an Action card. If you run out of
cards without revealing a non-Action card, shuffle your discard
pile and keep going. If you have no discard pile left either, stop
there. Put all of the revealed Action cards into your hand, plus
that first non-Action you revealed. If the very first card you
revealed was not an Action, that card goes into your hand. Cards
with multiple types, one of which is Action, are Actions. The only
cards that go into your hand are the ones revealed as part of
revealing cards until finding a non-Action; you do not get
discarded cards from the first part of what Scrying Pool did, or
cards from other players' decks.</description>
</card>
<card>
<name>Transmute</name>
<set>alchemy</set>
<type>action</type>
<cost potion="1">0</cost>
<description>If you have no cards left in hand to trash, you do not
get anything. If you trash a Curse to this, you do not get anything
– Curse is not an Action card or Victory card or Treasure card. If
you trash a card with more than one type, you get each applicable
thing. For example, if you trash an Action-Victory card (such as
Nobles, from Dominion: Intrigue), you gain both a Duchy and a
Gold. Gained cards come from the Supply and go to your discard
pile. If there are no appropriate cards left to gain, you don't gain
those cards.</description>
</card>
<card>
<name>University</name>
<set>alchemy</set>
<type>action</type>
<cost potion="1">2</cost>
<description>Gaining an Action card is optional. If you choose to
gain one, it comes from the Supply, must cost no more than [5 coins],
and goes to your discard pile. Cards with multiple types, one of
which is Action, are Actions and can be gained this way. Cards
with [potion] in their cost can't be gained by this.</description>
</card>
<card>
<name>Vineyard</name>
<set>alchemy</set>
<type>victory</type>
<cost potion="1">0</cost>
<description>This Kingdom card is a Victory card, not an Action
card. It does nothing until the end of the game, when it is worth
1 victory point per 3 Action cards in your Deck (counting all of
your cards - your Discard pile and hand are part of your Deck at
that point). Round down; if you have 11 Action cards, Vineyard is
worth 3 victory points. During set-up, put all 12 Vineyards in the
Supply for a game with 3 or more players, but only 8 in the
Supply for a 2-player game. Cards with multiple types, one of
which is Action, are Actions and so are counted by Vineyard.</description>
</card>
<!--
Promotional
-->
<card>
<name>Black Market</name>
<set>promotional</set>
<type>action</type>
<cost>3</cost>
<description>(Before the game, make a Black Market deck out of one copy of each Kingdom card not in the supply.)</description>
</card>
<card>
<name>Envoy</name>
<set>promotional</set>
<type>action</type>
<cost>4</cost>
<description>Reveal the top 5 cards of your deck. The player to your left chooses one for you to discard. Draw the rest.</description>
</card>
<card>
<name>Stash</name>
<set>promotional</set>
<type>treasure</type>
<cost>5</cost>
<description>When you shuffle, you may put this anywhere in your deck.</description>
</card>
</kingdom>
</cards>
<?xml version="1.0" encoding="UTF-8"?>
<xsl:stylesheet version="2.0" xmlns:xsl="http://www.w3.org/1999/XSL/Transform" xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:fn="http://www.w3.org/2005/xpath-functions">
<xsl:output method="html" doctype-system="http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd" doctype-public="-//W3C//DTD XHTML 1.0 Transitional//EN" indent="yes"/>
<xsl:template match="cards">
<html>
<head>
<title>Dominion Cards</title>
<style type="text/css">
div.card{height: 103mm; width: 59mm; border: 2px solid #000; margin: 1px; float: left; overflow: hidden} /* height 91mm + 12mm */
div.card h2{height: 12mm; font: 18pt 'Adobe Minion Pro' normal; border-bottom: 1px solid #000; margin: 0; padding: 4mm 0mm 0mm 4mm}
.action-victory{background-color: green; color: #fff}
.victory{background-color: green;}
.treasure{background-color: yellow}
.treasure-victory{background-color: green; color: yellow}
.curse{background-color: purple; color: #fff}
.action-duration{background-color: orange}
p {margin: 2mm}
p.long{font-size: .6em}
@media print
{
p {page-break-inside:avoid}
}
</style>
</head>
<body>
<xsl:apply-templates/>
</body>
</html>
</xsl:template>
<xsl:template match="kingdom">
<xsl:apply-templates>
<xsl:sort select="name"/>
</xsl:apply-templates>
</xsl:template>
<xsl:template match="card">
<div class="card">
<h2>
<xsl:attribute name="class">
<xsl:value-of select="type"/>
</xsl:attribute>
<xsl:value-of select="name"/>
</h2>
<xsl:apply-templates select="description"/>
</div>
</xsl:template>
<xsl:template match="description">
<p>
<xsl:if test="string-length(./text()) > 520">
<xsl:attribute name="class">long</xsl:attribute>
</xsl:if>
<xsl:apply-templates/>
</p>
</xsl:template>
</xsl:stylesheet>
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment