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Dominion cards up through Adventures, extracted from dominion.diehrstraits.com
Cellar Action $2 +1 Action, Discard any number of cards. +1 Card per card discarded.
Chapel Action $2 Trash up to 4 cards from your hand.
Moat Action - Reaction $2 +2 Cards, When another player plays an Attack card, you may reveal this from your hand. If you do, you are unaffected by that Attack.
Chancellor Action $3 +2 Coins, You may immediately put your deck into your discard pile.
Village Action $3 +1 Card, +2 Actions.
Woodcutter Action $3 +1 Buy, +2 Coins.
Workshop Action $3 Gain a card costing up to 4 Coins.
Bureaucrat Action - Attack $4 Gain a silver card; put it on top of your deck. Each other player reveals a Victory card from his hand and puts it on his deck (or reveals a hand with no Victory cards).
Feast Action $4 Trash this card. Gain a card costing up to 5 Coins.
Gardens Victory $4 Variable, Worth 1 Victory for every 10 cards in your deck (rounded down).
Militia Action - Attack $4 +2 Coins, Each other player discards down to 3 cards in his hand.
Moneylender Action $4 Trash a Copper from your hand. If you do, +3 Coins.
Remodel Action $4 Trash a card from your hand. Gain a card costing up to 2 Coins more than the trashed card.
Smithy Action $4 +3 Cards.
Spy Action - Attack $4 +1 Card<br/>+1 Action<br/><br/>Each player (including you) reveals the top card of his deck and either discards it or puts it back, your choice.
Thief 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.
Throne Room Action $4 Choose an Action card in your hand. Play it twice.
Council Room Action $5 +4 Cards, +1 Buy, Each other player draws a card.
Festival Action $5 +2 Actions, +1 Buy, +2 Coins.
Laboratory Action $5 +2 Cards, +1 Action.
Library Action $5 Draw until you have 7 cards in hand. You may set aside any Action cards drawn this way, as you draw them; discard the set aside cards after you finish drawing.
Market Action $5 +1 Card, +1 Action, +1 Buy, +1 Coin.
Mine Action $5 Trash a Treasure card from your hand. Gain a Treasure card costing up to 3 Coins more; put it into your hand.
Witch Action - Attack $5 +2 Cards, Each other player gains a Curse card.
Adventurer 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.
Courtyard Action $2 +3 Card, Put a card from your hand on top of your deck.
Pawn Action $2 Choose two: +1 Card, +1 Action, +1 Buy, +1 Coin. (The choices must be different.).
Secret Chamber Action - Reaction $2 Discard any number of cards. +1 Coin 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.
Great Hall Action - Victory $3 1 Victory, +1 Card, +1 Action.
Masquerade Action $3 +2 Cards<br/><br/>Each player passes a card from his hand to the left at once. Then you may trash a card from your hand.
Shanty Town Action $3 +2 Actions, Reveal your hand. If you have no Action cards in hand, +2 Cards.
Steward Action $3 Choose one: +2 Cards; or +2 Coins; or trash 2 cards from your hand.
Swindler Action - Attack $3 +2 Coins, Each other player trashes the top card of his deck and gains a card with the same cost that you choose.
Wishing Well Action $3 +1 Card, +1 Action, Name a card, then reveal the top card of your deck. If it is the named card, put it in your hand.
Baron Action $4 +1 Buy, You may discard an Estate card. If you do, +4 Coins. Otherwise, gain an Estate card.
Bridge Action $4 +1 Buy, +1 Coin. All cards (including cards in players' hands) cost 1 Coin less this turn, but not less than 0 Coins.
Conspirator Action $4 +2 Coins. If you've played 3 or more Actions this turn (counting this): +1 Card, +1 Action.
Coppersmith Action $4 Copper produces an extra 1 Coin this turn.
Ironworks Action $4 Gain a card costing up to 4 Coins. If it is an... Action card, +1 Action. Treasure card, +1 Coin. Victory card, +1 Card.
Mining Village Action $4 +1 Card, +2 Actions. You may trash this card immediately. If you do, +2 Coins.
Scout 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.
Duke Victory $5 Worth 1 Victory per Duchy you have.
Minion Action - Attack $5 +1 Action, Choose one: +2 Coins; or discard your hand, +4 Cards, and each other player with at least 5 cards in hand discards his hand and draws 4 cards.
Saboteur Action - Attack $5 Each other player reveals cards from the top of his deck until revealing one costing 3 Coins or more. He trashes that card and may gain a card costing at most 2 Coins less than it. He discards the other revealed cards.
Torturer Action - Attack $5 +3 Card, Each other player chooses one: he discards 2 cards; or he gains a Curse card, putting it in his hand.
Trading Post Action $5 Trash 2 cards from your hand. If you do, gain a silver card; put it into your hand.
Tribute 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 Coins; Victory Card, +2 Cards.
Upgrade Action $5 +1 Card, +1 Action, Trash a card from your hand. Gain a card costing exactly 1 Coin more than it.
Harem Treasure - Victory $6 2 Coins, 2 Victory.
Nobles Action - Victory $6 2 Victory, Choose one: +3 Cards, or +2 Actions.
Embargo Action $2 +2 Coins, Trash this card. Put an Embargo token on top of a Supply pile. - When a player buys a card, he gains a Curse card per Embargo token on that pile.
Haven Action - Duration $2 +1 Card, +1 Action, Set aside a card from your hand face down. At the start of your next turn, put it into your hand.
Lighthouse Action - Duration $2 +1 Action, Now and at the start of your next turn: +1 Coin. - While this is in play, when another player plays an Attack card, it doesn't affect you.
Native Village Action $2 +2 Actions, Choose one: Set aside the top card of your deck face down on your Native Village mat; or put all the cards from your mat into your hand. <br/><br/> You may look at the cards on your mat at any time; return them to your deck at the end of the game.
Pearl Diver Action $2 +1 Card, +1 Action, Look at the bottom card of your deck. You may put it on top.
Ambassador 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.
Fishing Village Action - Duration $3 +2 Actions, +1 Coin, At the start of your next turn: +1 Action, +1 Coin.
Lookout Action $3 +1 Action, Look at the top 3 cards of your deck. Trash one of them. Discard one of them. Put the other one on top of your deck.
Smugglers Action $3 Gain a copy of a card costing up to 6 Coins that the player to your right gained on his last turn.
Warehouse Action $3 +3 Card, +1 Action, Discard 3 cards.
Caravan Action - Duration $4 +1 Card, +1 Action<br/>At the start of your next turn, +1 Card.
Cutpurse Action - Attack $4 +2 Coins, Each other player discards a Copper card (or reveals a hand with no Copper).
Island Action - Victory $4 Set aside this and another card from your hand. Return them to your deck at the end of the game.<hr/>2 VP
Navigator Action $4 +2 Coins, Look at the top 5 cards of your deck. Either discard all of them, or put them back on top of your deck in any order.
Pirate Ship Action - Attack $4 Choose one: Each other player reveals the top 2 cards of his deck, trashes a revealed Treasure that you choose, discards the rest, and if anyone trashed a Treasure you take a Coin token; or, +1 Coin per Coin token you've taken with Pirate Ships this game.
Salvager Action $4 +1 Buy, Trash a card from your hand. +Coins equal to its cost.
Sea Hag Action - Attack $4 Each other player discards the top card of his deck, then gains a Curse card, putting it on top of his deck.
Treasure Map Action $4 Trash this and another copy of Treasure Map from your hand. If you do trash two Treasure Maps, gain 4 Gold cards, putting them on top of your deck.
Bazaar Action $5 +1 Card, +2 Actions, +1 Coin.
Explorer Action $5 You may reveal a Province card from your hand. If you do, gain a Gold card, putting it into your hand. Otherwise, gain a Silver card, putting it into your hand.
Ghost Ship Action - Attack $5 +2 Card, Each other player with 4 or more cards in hand puts cards from his hand on top of his deck until he has 3 cards in his hand.
Merchant Ship Action - Duration $5 Now and at the start of your next turn: +2 Coins.
Outpost Action - Duration $5 You only draw 3 cards (instead of 5) in this turn's Clean-up phase. Take an extra turn after this one. This can't cause you to take more than two consecutive turns.
Tactician Action - Duration $5 Discard your hand. If you discarded any cards this way, then at the start of your next turn, +5 Cards, +1 Buy, and +1 Action.
Treasury Action $5 +1 Card, +1 Action, +1 Coin, When you discard this from play, if you didn't buy a Victory card this turn, you may put this on top of your deck.
Wharf Action - Duration $5 Now and at the start of your next turn: +2 Cards, +1 Buy.
Transmute Action $0 1P Trash a card from your hand.<br/>If it is an...<br/>Action card, gain a Duchy<br/>Treasure card, gain a Transmute<br/>Victory card, gain a Gold
Vineyard Victory $0 1P Worth 1 Victory for every 3 Action cards in your deck (rounded down).
Apothecary Action $2 1P +1 Card<br/>+1 Action<br/><br/>Reveal the top 4 cards of your deck. Put the revealed Coppers and Potions into your hand. Put the other cards back on top of your deck in any order.
Herbalist Action $2 +1 Buy<br/>+1 Coin<br/>When you discard this from play, you may put one of your Treasures from play on top of your deck.
Scrying Pool Action - Attack $2 1P +1 Action<br/>Each player (including you) reveals the top card of his deck and either discards it or puts it back, your choice. Then reveal cards from the top of your deck until revealing one that isn't an Action.<br/>Put all of your revealed cards into your hand.
University Action $2 1P +2 Actions<br/>You may gain an Action card costing up to 5 Coins.
Alchemist Action $3 1P +2 Cards<br/>+1 Action<br/>When you discard this from play, you may put this on top of your deck if you have a Potion in play.
Familiar Action - Attack $3 1P +1 Card<br/>+1 Action<br/>Each other player gains a curse.
Philosopher's Stone Treasure $3 1P When you play this, count your deck and discard pile.<br/>Worth 1 Coin per 5 cards total between them (rounded down).
Golem Action $4 1P Reveal cards from your deck until you reveal 2 Action cards other than Golem Cards.<br/>Discard the other cards, then play the Action cards in either order.
Potion Treasure $4 Worth 1 Potion.
Apprentice Action $5 +1 Action<br/>Trash a card from your hand.<br/>+1 Card per Coin it costs.<br/>+2 Cards if it has Potion in its cost.
Possession Action $6 1P The player to your left takes an extra turn after this one, in which you can see all cards he can and make all decisions for him.<br/>Any cards he would gain on that turn, you gain instead; any cards of his that are trashed are set aside and returned to his discard pile at end of turn.
Loan Treasure $3 Worth 1 Coin.<br/>When you play this, reveal cards from your deck until you reveal a Treasure. Discard it or trash it. Discard the other cards.
Trade Route Action $3 +1 Buy<br/>+1 Coin per token on the Trade Route mat.<br/>Trash a card from your hand.<hr/>Setup: Put a token on each Victory card Supply pile. When a card is gained from that pile, move the token to the Trade Route mat.
Watchtower Reaction $3 Draw until you have 6 cards in hand.<hr/>When you gain a card, you may reveal this from your hand. If you do, either trash that card, or put it on top of your deck.
Bishop Action $4 +1 Coin<br/>+1 &lt;VP&gt;<br/>Trash a card from your hand. +&lt;VP&gt; equal to half its cost in Coins, rounded down.<br/>Each other player may trash a card from his hand.
Monument Action $4 +2 Coins; +1 &lt;VP&gt;
Quarry Treasure $4 Worth 1 Coin.<hr/>While this is in play, Action cards cost 2 Coins less, but not less than 0 Coins.
Talisman Treasure $4 Worth 1 Coin.<hr/>While this is in play, when you buy a card costing 4 Coins or less that is not a Victory card, gain a copy of it.
Worker's Village Action $4 +1 Card<br/>+2 Actions<br/>+1 Buy
City Action $5 +1 Card<br/>+2 Actions<br/>If there are one or more empty Supply piles, +1 Card. If there are two or more, +1 Coin and +1 Buy.
Contraband Treasure $5 Worth 3 Coins.<br/>+1 Buy<br/>When you play this, the player to your left names a card. You can't buy that card this turn.
Counting House Action $5 Look through your discard pile, reveal any number of Copper cards from it, and put them into your hand.
Mint Action $5 You may reveal a Treasure card from your hand. Gain a copy of it.<hr/>When you buy this, trash all Treasures you have in play.
Mountebank Action - Attack $5 +2 Coins<br/>Each other player may discard a Curse. If he doesn't, he gains a Curse and a Copper.
Rabble Action - Attack $5 +3 Cards<br/>Each other player reveals the top 3 cards of his deck, discards the revealed Actions and Treasures, and puts the rest back on top in any order he chooses.
Royal Seal Treasure $5 Worth 2 Coins.<hr/>While this is in play, when you gain a card, you may put that card on top of your deck.
Vault Action $5 +2 Cards<br/>Discard any number of cards. +1 Coin per card discarded.<br/>Each other player may discard 2 cards. If he does, he draws a card.
Venture Treasure $5 Worth 1 Coin.<br/>When you play this, reveal cards from your deck until you reveal a Treasure. Discard the other cards. Play that Treasure.
Goons Action - Attack $6 +1 Buy<br/>+2 Coins<br/>Each other player discards down to 3 cards in hand.<hr/>While this is in play, when you buy a card, +1 &lt;VP&gt;.
Grand Market Action $6 +1 Card<br/>+1 Action<br/>+1 Buy<br/>+2 Coins<hr/>You can't buy this if you have any Copper in play.
Hoard Treasure $6 Worth 2 Coins.<hr/>While this is in play, when you buy a Victory card, gain a Gold.
Bank Treasure $7 Worth ? Coins.<br/>When you play this, it`s worth 1 Coin per Treasure card you have in play (counting this).
Expand Action $7 Trash a card from your hand. Gain a card costing up to 3 Coins more than the trashed card.
Forge Action $7 Trash any number of cards from your hand. Gain a card with cost exactly equal to the total cost in Coins of the trashed cards.
King's Court Action $7 You may choose an Action card in your hand. Play it three times.
Peddler Action $8 +1 Card; +1 Action; +1 Coin<hr/>During your Buy phase, this costs 2 Coins less per Action card you have in play, but not less than 0 Coins.
Platinum Treasure $9 5 Coins.
Colony Victory $11 10 &lt;VP&gt;.
Bag of Gold Action - Prize $0 +1 Action<br/>Gain a Gold, putting it on top of your deck.<br/>(This is not in the Supply.)
Diadem Treasure - Prize $0 Worth 2 Coins.<br/>When you play this, +1 Coin per unused Action you have (Action, not Action card).<br/>(This is not in the Supply.)
Followers Action - Attack - Prize $0 +2 Cards<br/>Gain an Estate. Each other player gains a Curse and discards down to 3 cards in hand.<br/>(This is not in the Supply.)
Princess Action - Prize $0 +1 Buy<hr/>While this is in play, cards cost 2 Coins less, but not less than 0 Coins.<br/>(This is not in the Supply.)
Trusty Steed Action - Prize $0 Choose two: +2 Cards; +2 Actions; +2 Coins; gain 4 Silvers and put your deck into your discard pile.<br/>(The choices must be different)<br/><br/>(This is not in the Supply.)
Hamlet Action $2 +1 Card<br/>+1 Action<br/><br/>You may discard a card; If you do, +1 Action.<br/>You may discard a card; If you do, +1 Buy.
Fortune Teller Action - Attack $3 +2 Coins<br/>Each other player reveals cards from the top of his deck until he reveals a Victory or Curse card. He puts it on top and discards the other revealed cards.
Menagerie Action $3 +1 Action<br/>Reveal your hand.<br/>If there are no duplicate cards in it, +3 Cards.<br/>Otherwise, +1 Card.
Farming Village Action $4 +2 Actions<br/>Reveal cards from the top of your deck until you reveal an Action or Treasure card. Put that card into your hand and discard the other cards.
Horse Traders Action - Reaction $4 +1 Buy<br/>+3 Coins<br/>Discard 2 Cards<hr/>When another player plays an Attack card, you may set this aside from your hand. If you do, then at the start of your next turn, +1 Card and return this to your hand.
Remake Action $4 Do this twice: Trash a card from your hand, then gain a card costing exactly 1 Coin more than the trashed card.
Tournament Action $4 +1 Action<br/>Each player may reveal a Province from his hand. If you do, discard it and gain a Prize (from the Prize pile) or a Duchy, putting it on top of your deck. If no-one else does, +1 Card +1 Coin.
Young Witch Action - Attack $4 +2 Cards<br/><br/>Discard 2 cards. Each other player may reveal a Bane card from his hand.<br/>If he doesn’t, he gains a Curse.<hr/>Setup: Add an extra Kingdom card pile costing 2 Coins or 3 Coins to the Supply. Cards from that pile are Bane cards.
Harvest Action $5 Reveal the top 4 cards of your deck, then discard them. +1 Coin per differently named card revealed.
Horn of Plenty Treasure $5 0 Coins<br/>When you play this, gain a card costing up to 1 Coin per differently named card you have in play, counting this. If it’s a Victory card, trash this.
Hunting Party Action $5 +1 Card<br/>+1 Action<br/>Reveal your hand. Reveal cards from your deck until you reveal a card that isn’t a duplicate of one in your hand. Put it into your hand and discard the rest.
Jester Action - Attack $5 +2 Coins<br/>Each other player discards the top card of his deck. If it’s a Victory card he gains a Curse. Otherwise he gains a copy of the discarded card or you do, your choice.
Fairgrounds Victory $6 Worth 2 VP for every 5 differently named cards in your deck (rounded down)
Crossroads Action $2 Reveal your hand.<br/>+1 Card per Victory card revealed. If this is the first time you played a Crossroads this turn, +3 Actions.
Duchess Action $2 +2 Coins<br/>Each player (including you) looks at the top card of his deck, and discards it or puts it back.<hr/>In games using this, when you gain a Duchy, you may gain a Duchess.
Fool's Gold Treasure - Reaction $2 If this is the first time you played a Fool's Gold this turn, this is worth 1 Coin, otherwise it's worth 4 Coins.<hr/>When another player gains a Province, you may trash this from your hand. If you do, gain a Gold, putting it on your deck.
Develop Action $3 Trash a card from your hand. Gain a card costing exactly 1 Coin more than it and a card costing exactly 1 less than it, in either order, putting them on top of your deck.
Oasis Action $3 +1 Card<br/>+1 Action<br/>+1 Coin<br/>Discard a card.
Oracle Action - Attack $3 Each player (including you) reveals the top 2 cards of his deck, and you choose one: either he discards them, or he puts them back on top in an order he chooses.<br/>+2 Cards
Scheme Action $3 +1 Card<br/>+1 Action<br/>At the start of Clean-up this turn, you may choose an Action card you have in play. If you discard it from play this turn, put it on your deck.
Tunnel Victory - Reaction $3 2 VP [large shield]<hr/>When you discard this other than during a Clean-up phase, you may reveal it. If you do, gain a Gold.
Jack of all Trades Action $4 Gain a Silver.<br/>Look at the top card of your deck; discard it or put it back.<br/>Draw until you have 5 cards in hand.<br/>You may trash a card from your hand that is not a Treasure.
Noble Brigand Action - Attack $4 +1 Coin<br/>When you buy this or play it, each other player reveals the top 2 cards of his deck, trashes a revealed Silver or Gold you choose, and discards the rest. If he didn't reveal a Treasure, he gains a Copper. You gain the trashed cards.
Nomad Camp Action $4 +1 Buy<br/>+2 Coins<hr/>When you gain this, put it on top of your deck.
Silk Road Victory $4 Worth 1 VP for every 4 Victory cards in your deck (round down).
Spice Merchant Action $4 You may trash a Treasure from your hand. If you do, choose one:<br/>+2 Cards and +1 Action;<br/>or +2 Coins and +1 Buy.
Trader Action - Reaction $4 Trash a card from your hand. Gain a number of Silvers equal to its cost in Coins.<hr/>When you would gain a card, you may reveal this from your hand. If you do, instead, gain a silver.
Cache Treasure $5 Worth 3 Coins<hr/>When you gain this, gain two Coppers.
Cartographer Action $5 +1 Card<br/>+1 Action<br/>Look at the top 4 cards of your deck. Discard any number of them. Put the rest back on top in any order.
Embassy Action $5 +5 Cards<br/>Discard 3 cards.<hr/>When you gain this, each other player gains a Silver.
Haggler Action $5 +2 Coins<hr/>While this is in play, when you buy a card, gain a card costing less than it that is not a Victory card.
Highway Action $5 +1 Card<br/>+1 Action<hr/>While this is in play, cards cost 1 Coin less, but not less than 0 Coins.
Ill-Gotten Gains Treasure $5 Worth 1 Coin<br/>When you play this, you may gain a Copper, putting it into your hand.<hr/>When you gain this, each other player gains a Curse.
Inn Action $5 +2 Cards<br/>+2 Actions<br/>Discard 2 cards.<hr/>When you gain this, look through your discard pile (including this), reveal any number of Action cards from it, and shuffle them into your deck.
Mandarin Action $5 +3 Coins<br/>Put a card from your hand on top of your deck.<hr/>When you gain this, put all Treasures you have in play on top of your deck in any order.
Margrave Action - Attack $5 +3 Cards<br/>+1 Buy<br/>Each other player draws a card, then discards down to 3 cards in hand.
Stables Action $5 You may discard a Treasure. If you do, +3 Cards and +1 Action.
Border Village Action $6 +1 Card<br/>+2 Actions<hr/>When you gain this, gain a card costing less than this.
Farmland Victory $6 2 VP<hr/>When you buy this, trash a card from your hand. Gain a card costing exactly 2 Coins more than the trashed card.
Abandoned Mine Action - Ruins $0 +1 Coin
Madman Action $0 +2 Actions<br/>Return this to the Madman pile. If you do, +1 Card per card in your hand.<br/><i>(This card is not in the supply.)</i>
Mercenary Action - Attack $0 You may trash 2 cards from your hand. If you do, +2 Cards, +2 Coins, and each other player discards down to 3 cards in hand. <i>(This is not in the Supply.)</i>
Ruined Library Action - Ruins $0 +1 Card
Ruined Market Action - Ruins $0 +1 Buy
Ruined Village Action - Ruins $0 +1 Action
Spoils Treasure $0 3 Coins<br/>When you play this, return it to the Spoils pile.<br/><i>(This is not in the Supply.)</i>
Survivors Action - Ruins $0 Look at the top 2 cards of your deck. Discard them or put them back in any order.
Hovel Reaction - Shelter $1 When you buy a Victory card, you may trash this from your hand.
Necropolis Action - Shelter $1 +2 Actions
Overgrown Estate Victory - Shelter $1 0 Victory<hr/>When you trash this, +1 Card.
Poor House Action $1 +4 Coins<br/>Reveal your hand. -1 Coin per Treasure card in your hand, to a minimum of 0 Coins.
Beggar Action - Reaction $2 Gain 3 Coppers, putting them into your hand.<hr/>When another player plays an Attack card, you may discard this. If you do, gain two Silvers, putting one on top of your deck.
Squire Action $2 +1 Coin<br/>Choose one: +2 Actions; or +2 Buys; or gain a Silver.<hr/>When you trash this, gain an Attack card.
Vagrant Action $2 +1 Card, +1 Action<br/>Reveal the top card of your deck. If it's a Curse, Ruins, Shelter, or Victory card, put it into your hand.
Forager Action $3 +1 Action, +1 Buy<br/>Trash a card from your hand. +1 Coin per differently named Treasure in the trash.
Hermit Action $3 Look through your discard pile. You may trash a card from your discard pile or hand that is not a Treasure. Gain a card costing up to 3 Coins.<hr/>When you discard this from play, if you did not buy any cards this turn, trash this and gain a Madman from the Madman pile.
Market Square Action - Reaction $3 +1 Card, +1 Action, +1 Buy<hr/>When one of your cards is trashed, you may discard this from your hand. If you do, gain a Gold.
Sage Action $3 +1 Action<br/>Reveal cards from the top of your deck until you reveal one costing 3 Coins or more. Put that card into your hand and discard the rest.
Storeroom Action $3 +1 Buy<br/>Discard any number of cards. +1 Card per card discarded. Discard any number of cards. +1 Coin per card discarded the second time.
Urchin Action - Attack $3 +1 Card, +1 Action<br/>Each other player discards down to 4 cards in hand.<hr/>When you play another Attack card with this in play, you may trash this. If you do, gain a mercenary from the Mercenary pile.
Armory Action $4 Gain a card costing up to 4 Coins, putting it on top of your deck.
Death Cart Action - Looter $4 +5 Coins<br/>You may trash an Action card from your hand. If you don't, trash this.<hr/>When you gain this, gain 2 Ruins.
Feodum Victory $4 Worth 1 Victory for every 3 Silvers in your deck (round down).<hr/>When you trash this, gain 3 Silvers.
Fortress Action $4 +1 Card, +2 Actions<hr/>When you trash this, put it into your hand.
Ironmonger Action $4 +1 Card, +1 Action<br/>Reveal the top card of your deck; you may discard it. Either way, if it is an…<br/>Action card, +1 Action<br/>Treasure card, +1 Coin<br/>Victory card, +1 Card
Marauder Action - Attack - Looter $4 Gain a Spoils from the Spoils pile. Each other player gains a Ruins.
Procession Action $4 You may play an Action card from your hand twice. Trash it. Gain an Action card costing exactly 1 Coin more than it.
Rats Action $4 +1 Card, +1 Action<br/>Gain a Rats. Trash a card from your hand other than a Rats (or reveal a hand of all Rats).<hr/>When you tash this, +1 Card.
Scavenger Action $4 +1 Coins<br/>You may put your deck into your discard pile. Look through your discard pile and put one card from it on top of your deck.
Sir Martin Action - Attack - Knight $4 +2 Buys<br/>Each other player reveals the top 2 cards of his deck, trashes one of them costing from 3 Coins to 6 Coins, and discards the rest. If a Knight is trashed by this, trash this card.
Wandering Minstrel Action $4 +1 Card, +2 Actions<br/>Reveal the top 3 cards of your deck. Put the Actions back on top in any order and discard the rest.
Band of Misfits Action $5 Play this as if it were an Action card in the Supply costing less than it that you choose.<br/>This is that card until it leaves play.
Bandit Camp Action $5 +1 Card, +2 Actions<br/>Gain a Spoils from the Spoils pile.
Catacombs Action $5 Look at the top 3 cards of your deck. Choose one: Put them into your hand; or discard them and +3 Cards.<hr/>When you trash this, gain a cheaper card.
Count Action $5 Choose one: Discard 2 cards; or put a card from your hand on top of your deck; or gain a Copper.<br/>Choose one: +3 Coins; or trash your hand; or gain a Duchy.
Counterfeit Treasure $5 1 Coin<br/>+1 Buy<br/>When you play this, you may play a Treasure from your hand twice. If you do, trash that Treasure.
Cultist Action - Attack - Looter $5 +2 Cards<br/>Each other player gains a Ruins. You may play a Cultist from your hand.<hr/>When you trash this, +3 Cards.
Dame Anna Action - Attack - Knight $5 You may trash up to 2 cards from your hand.<br/>Each other player reveals the top 2 cards of his deck, trashes one of them costing from 3 Coins to 6 Coins, and discards the rest. If a Knight is trashed by this, trash this card.
Dame Josephine Action - Attack - Knight - Victory $5 2 Victory<br/>Each other player reveals the top 2 cards of his deck, trashes one of them costing from 3 Coins to 6 Coins, and discards the rest. If a Knight is trashed by this, trash this card.
Dame Molly Action - Attack - Knight $5 +2 Actions<br/>Each other player reveals the top 2 cards of his deck, trashes one of them costing from 3 Coins to 6 Coins, and discards the rest. If a Knight is trashed by this, trash this card.
Dame Natalie Action - Attack - Knight $5 You may gain a card costing up to 3 Coins.<br/>Each other player reveals the top 2 cards of his deck, trashes one of them costing from 3 Coins to 6 Coins, and discards the rest. If a Knight is trashed by this, trash this card.
Dame Sylvia Action - Attack - Knight $5 +2 Coins<br/>Each other player reveals the top 2 cards of his deck, trashes one of them costing from 3 Coins to 6 Coins, and discards the rest. If a Knight is trashed by this, trash this card.
Graverobber Action $5 Choose one: Gain a card from the trash costing from 3 Coins to 6 Coins, putting it on top of your deck; or trash an Action card from your hand and gain a card costing up to 3 Coins more than it.
Junk Dealer Action $5 +1 Card, +1 Action, +1 Coin<br/>Trash a card from your hand.
Mystic Action $5 +1 Action, +2 Coins<br/>Name a card. Reveal the top card of your deck. If it's the named card, put it into your hand.
Pillage Action - Attack $5 Trash this. Each other player with 5 or more cards in hand reveals his hand and discards a card that you choose.<br/>Gain 2 Spoils from the Spoils pile.
Rebuild Action $5 +1 Action<br/><br/>Name a card. Reveal cards from the top of your deck until you reveal a Victory card that is not the named card. Discard the other cards. Trash the Victory card and gain a Victory card costing up to 3 Coins more than it.
Rogue Action - Attack $5 +2 Coins<br/>If there are any cards in the trash costing from 3 Coins to 6 Coins, gain one of them. Otherwise, each other player reveals the top 2 cards of his deck, trashes one of them costing from 3 Coins to 6 Coins, and discards the rest.
Sir Bailey Action - Attack - Knight $5 +1 Card, +1 Action<br/>Each other player reveals the top 2 cards of his deck, trashes one of them costing from 3 Coins to 6 Coins, and discards the rest. If a Knight is trashed by this, trash this card.
Sir Destry Action - Attack - Knight $5 +2 Cards<br/>Each other player reveals the top 2 cards of his deck, trashes one of them costing from 3 Coins to 6 Coins, and discards the rest. If a Knight is trashed by this, trash this card.
Sir Michael Action - Attack - Knight $5 Each other player discards down to 3 cards in hand.<br/>Each other player reveals the top 2 cards of his deck, trashes one of them costing from 3 Coins to 6 Coins, and discards the rest. If a Knight is trashed by this, trash this card.
Sir Vander Action - Attack - Knight $5 Each other player reveals the top 2 cards of his deck, trashes one of them costing from 3 Coins to 6 Coins, and discards the rest. If a Knight is trashed by this, trash this card.<hr/>When you trash this, gain a Gold.
Altar Action $6 Trash a card from your hand. Gain a card costing up to 5 Coins.
Hunting Grounds Action $6 +4 Cards<hr/>When you trash this, gain a Duchy or 3 Estates.
Candlestick Maker Action $2 +1 Action, +1 Buy<br/> Take a Coin token.
Stonemason Action $2 Trash a card from your hand. Gain 2 cards each costing less than it.<hr/>When you buy this, you may overpay for it.<br/>If you do, gain 2 Action cards each costing the amount you overpaid.
Doctor Action $3 Name a card. Reveal the top 3 cards of your deck. Trash the matches. Put the rest back on top in any order.<hr/>When you buy this, you may overpay for it. For each 1 Coin you overpaid, look at the top card of your deck; trash it, discard it, or put it back.
Masterpiece Treasure $3 1 Coin<hr/>When you buy this, you may overpay for it. If you do, gain a Silver per 1 Coin you overpaid.
Advisor Action $4 +1 Action<br/>Reveal the top 3 cards of your deck. The player to your left chooses one of them. Discard that card. Put the other cards into your hand.
Herald Action $4 +1 Card<br/>+1 Action<br/>Reveal the top card of your deck. If it is an Action, play it.<hr/>When you buy this, you may overpay for it. For each 1 Coin you overpaid, look through your discard pile and put a card from it on top of your deck.
Plaza Action $4 +1 Card<br/>+2 Actions<br/>You may discard a Treasure card. If you do, take a Coin token.
Taxman Action - Attack $4 You may trash a Treasure from your hand. Each other player with 5 or more cards in hand discards a copy of it (or reveals a hand without it). Gain a Treasure card costing up to 3 Coins more than the trashed card, putting it on top of your deck.
Baker Action $5 +1 Card<br/>+1 Action<br/>Take a Coin token.<hr/>Setup: Each player takes a Coin token.
Butcher Action $5 Take 2 Coin tokens. You may trash a card from your hand and then pay any number of Coin tokens. If you did trash a card, gain a card with a cost of up to the cost of the trashed card plus the number of Coin tokens you paid.
Journeyman Action $5 Name a card. Reveal cards from the top of your deck until you reveal 3 cards that are not the named card. Put those cards into your hand and discard the rest.
Merchant Guild Action $5 +1 Buy<br/>+1 Coin<hr/>While this is in play, when you buy a card, take a Coin token.
Soothsayer Action - Attack $5 Gain a gold. Each other player gains a Curse. Each player who did draws a card.
Coin of the Realm Treasure - Reserve $2 1 Coin<br/>When you play this, put it on your Tavern mat.<hr/>Directly after resolving an Action, you may call this, for +2 Actions.
Page Action - Traveller $2 +1 Card<br/>+1 Action<hr/>When you discard this from play, you may exchange it for a Treasure Hunter.
Peasant Action - Traveller $2 +1 Buy<br/>+1 Coin<hr/>When you discard this from play, you may exchange it for a Soldier.
Ratcatcher Action - Reserve $2 +1 Card<br/>+1 Action<br/>Put this on your Tavern mat.<hr/>At the start of your turn, you may call this, to trash a card from your hand.
Raze Action $2 +1 Action<br/>Trash this or a card from your hand. Look at a number of cards from the top of your deck equal to the cost in Coins of the trashed card. Put one into your hand and discard the rest.
Amulet Action - Duration $3 Now and at the start of your next turn, choose one: +1 Coin; or trash a card from your hand; or gain a Silver.
Caravan Guard Action - Duration - Reaction $3 +1 Card<br/>+1 Action<br/>At the start of your next turn, +1 Coin.<hr/>When another player plays an Attack card, you may play this from your hand. <i>(+1 Action has no effect if it's not your turn.)</i>
Dungeon Action - Duration $3 +1 Action<br/>Now and at the start of your next turn: +2 Cards, then discard 2 cards.
Gear Action - Duration $3 +2 Cards<br/>Set aside up to 2 cards from your hand face down. At the start of your next turn, put them into your hand.
Guide Action - Reserve $3 +1 Card<br/>+1 Action<br/>Put this on your Tavern mat.<hr/>At the start of your turn, you may call this, to discard your hand and draw 5 cards.
Duplicate Action - Reserve $4 Put this on your Tavern mat.<hr/>When you gain a card costing up to 6 Coins, you may call this, to gain a copy of that card.
Magpie Action $4 +1 Card<br/>+1 Action<br/>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.
Messenger Action $4 +1 Buy<br/>+2 Coins<br/>You may put your deck into your discard pile.<hr/>When this is your first buy in a turn, gain a card costing up to 4 Coins, and each other player gains a copy of it.
Miser Action $4 Choose one: Put a Copper from your hand onto your Tavern mat; or +1 Coin per Copper on your Tavern mat.
Port Action $4 +1 Card<br/>+2 Actions<hr/>When you buy this, gain another Port.
Ranger Action $4 +1 Buy<br/>Turn your Journey token over (it starts face up). If it's face up, +5 Cards.
Transmogrify Action - Reserve $4 +1 Action<br/>Put this on your Tavern mat.<hr/>At the start of your turn, you may call this, to trash a card from your hand, gain a card costing up to 1 Coin more than it, and put that card into your hand.
Artificer Action $5 +1 Card<br/>+1 Action<br/>+1 Coin<br/>Discard any number of cards. You may gain a card costing exactly 1 Coin per card discarded, putting it on top of your deck.
Bridge Troll Action - Duration $5 Each other player takes his -1 Coin token. Now and at the start of your next turn:<br/>+1 Buy<hr/>While this is in play, cards cost 1 Coin less on your turns, but not less than 0 Coins.
Distant Lands Action - Reserve - Victory $5 Put this on your Tavern mat.<hr/>Worth 4 Victory if on your Tavern mat at the end of the game (otherwise worth 0 Victory).
Giant Action - Attack $5 Turn your Journey token over (it starts face up). If it's face down, +1 Coin. If it's face up, +5 Coins, and each other player reveals the top card of his deck, trashes it if it costs from 3 Coins to 6 Coins, and otherwise discards it and gains a Curse.
Haunted Woods Action - Attack - Duration $5 Until your next turn, when any other player buys a card, he puts his hand on top of his deck in any order.<br/>At the start of your next turn:<br/>+3 Cards
Lost City Action $5 +2 Cards<br/>+2 Actions<hr/>When you gain this, each other player draws a card.
Relic Treasure - Attack $5 2 Coins<br/>When you play this, each other player puts his -1 Card token on his deck.
Royal Carriage Action - Reserve $5 +1 Action<br/>Put this on your Tavern mat.<hr/>Directly after resolving an Action, if it's still in play, you may call this, to replay that Action.
Storyteller Action $5 +1 Action<br/>+1 Coin<br/>Play up to 3 Treasures from your hand. Pay all of your Coins; +1 Card per Coin paid.
Swamp Hag Action - Attack - Duration $5 Until your next turn, when any other player buys a card, he gains a Curse.<br/>At the start of your next turn:<br/>+3 Coins
Treasure Trove Treasure $5 2 Coins<br/>When you play this, gain a Gold and a Copper.
Wine Merchant Action - Reserve $5 +1 Buy<br/>+4 Coins<br/>Put this on your Tavern mat.<hr/>At the end of your Buy phase, if you have at least 2 Coins unspent, you may discard this from your Tavern mat.
Hireling Action - Duration $6 At the start of each of your turns for the rest of the game:<br/>+1 Card<br/><i>(This stays in play.)</i>
Soldier Action - Attack - Traveller $3 +2 Coins<br/>+1 Coin per other Attack you have in play. Each other player with 4 or more cards in hand discards a card.<hr/>When you discard this from play, you may exchange it for a Fugitive.<br/><i>This is not in the Supply.)</i>
Fugitive Action - Traveller $4 +2 Cards<br/>+1Action<br/>Discard a card.<hr/>When you discard this from play, you may exchange it for a Disciple.<br/><i>(This card is not in the Supply.)</i>
Disciple Action - Traveller $5 You may play an Action card from your hand twice. Gain a copy of it.<hr/>When you discard this from play, you may exchange it for a Teacher.<br/><i>(This is not in the Supply.)</i>
Teacher Action - Reserve $6 Put this on your Tavern mat.<hr/>At the start of your turn, you may call this, to move your +1 Card, +1 Action, +1 Buy, or +1 Coin token to an Action Supply pile you have no tokens on (when you play a card from that pile, you first get that bonus).<br/><i>(This is not in the Supply.)</i>
Treasure Hunter Action - Traveller $3 +1 Action<br/>+1 Coin<br/>Gain a Silver per card the player to your right gained in his last turn.<hr/>When you discard this from play, you may exchange it for a Warrior.<br/><i>(This is not in the Supply.)</i>
Warrior Action - Attack - Traveller $4 +2 Cards<br/>For each Traveller you have in play (including this), each other player discards the top card of his deck and trashes it if it costs 3 Coins or 4 Coins.<hr/>When you discard this from play, you may exchange it for a Hero.<br/><i>(This is not in the Supply.)</i>
Hero Action - Traveller $5 +2 Coins<br/>Gain a Treasure.<hr/>When you discard this from play, you may exchange it for a Champion.<br/><i>(This is not in the Supply.)</i>
Champion Action - Duration $6 +1 Action<br/>For the rest of the game, when another player plays an Attack, it doesn't affect you, and when you play an Action, +1 Action.<br/><i>(This stays in play. This is not in the Supply.)</i>
Alms Event $0 Once per turn: If you have no Treasures in play, gain a card costing up to 4 Coins.
Borrow Event $0 +1 Buy<br/>Once per turn: If your -1 Card token isn't on your deck, put it there and +1 Coin.
Quest Event $0 You may discard an Attack, two Curses, or six cards. If you do, gain a Gold.
Save Event $1 +1 Buy<br/>Once per turn: Set aside a card from your hand, and put it into your hand at end of turn (after drawing).
Scouting Party Event $2 +1 Buy<br/>Look at the top 5 cards of your deck. Discard 3 of them and put the rest back in any order.
Travelling Fair Event $2 +2 Buys<br/>When you gain a card this turn, you may put it on top of your deck.
Bonfire Event $3 Trash up to 2 cards you have in play.
Expedition Event $3 Draw 2 extra cards for your next hand.
Ferry Event $3 Move your -2 Coins cost token to an Action Supply pile (cards from that pile cost 2 Coins less on your turns, but not less than 0 Coins).
Plan Event $3 Move your Trashing token to an Action supply pile (when you buy a card from that pile, you may trash a card from your hand.)
Mission Event $4 Once per turn: If the previous turn wasn't yours, take another turn after this one, in which you can't buy cards.
Pilgrimage 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.
Ball Event $5 Take your -1 Coin token. Gain 2 cards each costing up to 4 Coins.
Raid Event $5 Gain a Silver per Silver you have in play. Each other player puts his -1 Card token on his deck.
Seaway Event $5 Gain an Action card costing up to 4 Coins. Move your +1 Buy token to its pile (when you play a card from that pile, you first get +1 Buy).
Trade Event $5 Trash up to 2 cards from your hand. Gain a Silver per card you trashed.
Lost Arts 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).
Training Event $6 Move your +1 Coin token to an Action Supply pile (when you play a card from that pile, you first get +1 Coin).
Inheritance Event $7 Once per game: Set aside a non-Victory Action card from the Supply costing up to 4 Coins. Move your Estate token to it (your Estates gain the abilities and types of that card).
Pathfinding 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).
Black Market Action $3 +2 Coins, Reveal the top 3 cards of the Black Market deck. You may buy one of them immediately. Put the unbought cards on the bottom of the Black Market deck in any order. <br/><i>(Before the game, make a Black Market deck out of one copy of each Kingdom card not in the supply.)</i>.
Envoy Action $4 Reveal the top 5 cards of your deck. The player to your left chooses one for you to discard. Draw the rest.
Walled Village Action $4 +1 Card<br/>+2 Actions<hr/>At the start of Clean-up, if you have this and no more than one other Action card in play, you may put this on top of your deck.
Governor Action $5 +1 Action<br/><br/>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 his hand and gain a card costing exactly 1 Coin (2 Coins) more.
Stash Treasure $5 Worth 2 Coins. When you shuffle, you may put this anywhere in your deck.
Prince Action $8 You may set this aside. If you do, set aside an Action card from your hand costing up to 4 coins. At the start of each of your turns, play that Action, setting it aside again when you discard it from play. (Stop playing it if you fail to set it aside on a turn you play it.)
Copper Treasure $0 1 Coin
Curse Curse $0 -1 Victory
Estate Victory $2 1 Victory
Silver Treasure $3 2 Coins
Potion Treasure $4 1 Potion
Duchy Victory $5 3 Victory
Gold Treasure $6 3 Coins
Province Victory $8 6 Victory
Platinum Treasure $9 5 Coins
Colony Victory $11 10 Victory
Copper Treasure $0 1 Coin.
Curse Curse $0 -1 Victory.
Estate Victory $2 1 Victory.
Silver Treasure $3 2 Coins.
Duchy Victory $5 3 Victory.
Gold Treasure $6 3 Coins.
Province Victory $8 6 Victory.
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