//------------------------------------------------------------------------------ // // This code was generated by a tool. // Runtime Version:4.0.30319.42000 // // Changes to this file may cause incorrect behavior and will be lost if // the code is regenerated. // //------------------------------------------------------------------------------ namespace DominionBase.Properties { using System; /// /// A strongly-typed resource class, for looking up localized strings, etc. /// // This class was auto-generated by the StronglyTypedResourceBuilder // class via a tool like ResGen or Visual Studio. // To add or remove a member, edit your .ResX file then rerun ResGen // with the /str option, or rebuild your VS project. [global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "16.0.0.0")] [global::System.Diagnostics.DebuggerNonUserCodeAttribute()] [global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()] internal class Resource { private static global::System.Resources.ResourceManager resourceMan; private static global::System.Globalization.CultureInfo resourceCulture; [global::System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")] internal Resource() { } /// /// Returns the cached ResourceManager instance used by this class. /// [global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)] internal static global::System.Resources.ResourceManager ResourceManager { get { if (object.ReferenceEquals(resourceMan, null)) { global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("DominionBase.Properties.Resource", typeof(Resource).Assembly); resourceMan = temp; } return resourceMan; } } /// /// Overrides the current thread's CurrentUICulture property for all /// resource lookups using this strongly typed resource class. /// [global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)] internal static global::System.Globalization.CultureInfo Culture { get { return resourceCulture; } set { resourceCulture = value; } } /// /// Looks up a localized string similar to Action. /// internal static string Action { get { return ResourceManager.GetString("Action", resourceCulture); } } /// /// Looks up a localized string similar to Actions. /// internal static string Actions { get { return ResourceManager.GetString("Actions", resourceCulture); } } /// /// Looks up a localized string similar to Alms. /// internal static string Adventures_Alms_Name { get { return ResourceManager.GetString("Adventures_Alms_Name", resourceCulture); } } /// /// Looks up a localized string similar to Once per turn: If you have no Treasures in play, gain a card costing up to <coin>4</coin>.. /// internal static string Adventures_Alms_Text { get { return ResourceManager.GetString("Adventures_Alms_Text", resourceCulture); } } /// /// Looks up a localized string similar to Amulet. /// internal static string Adventures_Amulet_Name { get { return ResourceManager.GetString("Adventures_Amulet_Name", resourceCulture); } } /// /// Looks up a localized string similar to Now and at the start of your next turn, choose one: +<coin>1</coin>; or trash a card from your hand; or gain a Silver.. /// internal static string Adventures_Amulet_Text { get { return ResourceManager.GetString("Adventures_Amulet_Text", resourceCulture); } } /// /// Looks up a localized string similar to Discard any number of cards.<nl/>You may gain a card costing exactly <coin>1</coin> per card discarded, putting it on top of your deck.. /// internal static string Adventures_Artificer_First_Text { get { return ResourceManager.GetString("Adventures_Artificer_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Artificer. /// internal static string Adventures_Artificer_Name { get { return ResourceManager.GetString("Adventures_Artificer_Name", resourceCulture); } } /// /// Looks up a localized string similar to Discard any number of cards.<nl/>You may gain a card onto your deck costing exactly <coin>1</coin> per card discarded.. /// internal static string Adventures_Artificer_Second_Text { get { return ResourceManager.GetString("Adventures_Artificer_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Ball. /// internal static string Adventures_Ball_Name { get { return ResourceManager.GetString("Adventures_Ball_Name", resourceCulture); } } /// /// Looks up a localized string similar to Take your -<coin>1</coin> token. Gain 2 cards each costing up to <coin>4</coin>.. /// internal static string Adventures_Ball_Text { get { return ResourceManager.GetString("Adventures_Ball_Text", resourceCulture); } } /// /// Looks up a localized string similar to Bonfire. /// internal static string Adventures_Bonfire_Name { get { return ResourceManager.GetString("Adventures_Bonfire_Name", resourceCulture); } } /// /// Looks up a localized string similar to Trash up to 2 cards you have in play.. /// internal static string Adventures_Bonfire_Text { get { return ResourceManager.GetString("Adventures_Bonfire_Text", resourceCulture); } } /// /// Looks up a localized string similar to Once per turn: If your -1 Card token isn't on your deck, put it there and +<coin>1</coin>.. /// internal static string Adventures_Borrow_First_Text { get { return ResourceManager.GetString("Adventures_Borrow_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Borrow. /// internal static string Adventures_Borrow_Name { get { return ResourceManager.GetString("Adventures_Borrow_Name", resourceCulture); } } /// /// Looks up a localized string similar to Once per turn: <benefit/>. If your -1 Card token isn't on your deck, put it there and +<coin>1</coin>.. /// internal static string Adventures_Borrow_Second_Text { get { return ResourceManager.GetString("Adventures_Borrow_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to "Each other player takes his -<coin>1</coin> token. <benefit/><br/>While this is in play, cards cost <coin>1</coin> less on your turn, but not less than <coin>0</coin>.". /// internal static string Adventures_BridgeTroll_First_Text { get { return ResourceManager.GetString("Adventures_BridgeTroll_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Bridge Troll. /// internal static string Adventures_BridgeTroll_Name { get { return ResourceManager.GetString("Adventures_BridgeTroll_Name", resourceCulture); } } /// /// Looks up a localized string similar to Each other player takes their <b>-</b><coin>1</coin> token. <benefit/><br/>While this is in play, cards cost <coin>1</coin> less on your turn, but not less than <coin>0</coin>.. /// internal static string Adventures_BridgeTroll_Second_Text { get { return ResourceManager.GetString("Adventures_BridgeTroll_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to <br/>When another player plays an Attack card, you may play this from your hand.<nl/><i>(+1 Action has no effect if it's not your turn.)</i>. /// internal static string Adventures_CaravanGuard_First_Text { get { return ResourceManager.GetString("Adventures_CaravanGuard_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Caravan Guard. /// internal static string Adventures_CaravanGuard_Name { get { return ResourceManager.GetString("Adventures_CaravanGuard_Name", resourceCulture); } } /// /// Looks up a localized string similar to <br/>When another player plays an Attack card, you may first play this from your hand.<nl/><i>(+1 Action has no effect if it's not your turn.)</i>. /// internal static string Adventures_CaravanGuard_Second_Text { get { return ResourceManager.GetString("Adventures_CaravanGuard_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to 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.<nl/><i>(This stays in play. This is not in the Supply.)</i>. /// internal static string Adventures_Champion_First_Text { get { return ResourceManager.GetString("Adventures_Champion_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Champion. /// internal static string Adventures_Champion_Name { get { return ResourceManager.GetString("Adventures_Champion_Name", resourceCulture); } } /// /// Looks up a localized string similar to For the rest of the game, when another player plays an Attack card, it doesn't affect you, and when you play an Action, <b>+1<nbsp/>Action</b>.<nl/><i>(This stays in play. This is not in the Supply.)</i>. /// internal static string Adventures_Champion_Second_Text { get { return ResourceManager.GetString("Adventures_Champion_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to When you play this, put it on your Tavern mat.<br/>Directly after resolving an Action, you may call this, for +2 Actions.. /// internal static string Adventures_CoinOfTheRealm_First_Text { get { return ResourceManager.GetString("Adventures_CoinOfTheRealm_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Coin of the Realm. /// internal static string Adventures_CoinOfTheRealm_Name { get { return ResourceManager.GetString("Adventures_CoinOfTheRealm_Name", resourceCulture); } } /// /// Looks up a localized string similar to When you play this, put it on your Tavern mat.<br/>Directly after you finish playing an Action card, you may call this, for <b>+2<nbsp/>Actions</b>.. /// internal static string Adventures_CoinOfTheRealm_Second_Text { get { return ResourceManager.GetString("Adventures_CoinOfTheRealm_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Disciple. /// internal static string Adventures_Disciple_Name { get { return ResourceManager.GetString("Adventures_Disciple_Name", resourceCulture); } } /// /// Looks up a localized string similar to Distant Lands. /// internal static string Adventures_DistantLands_Name { get { return ResourceManager.GetString("Adventures_DistantLands_Name", resourceCulture); } } /// /// Looks up a localized string similar to Put this on your Tavern mat.<br/>Worth 4<vp/> if on your Tavern mat at the end of the game (otherwise worth 0<vp/>).. /// internal static string Adventures_DistantLands_Text { get { return ResourceManager.GetString("Adventures_DistantLands_Text", resourceCulture); } } /// /// Looks up a localized string similar to Now and at the start of your next turn: +2 Cards, then discard 2 cards.. /// internal static string Adventures_Dungeon_First_Text { get { return ResourceManager.GetString("Adventures_Dungeon_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Dungeon. /// internal static string Adventures_Dungeon_Name { get { return ResourceManager.GetString("Adventures_Dungeon_Name", resourceCulture); } } /// /// Looks up a localized string similar to Now and at the start of your next turn: <b>+2<nbsp/>Cards</b>, then discard 2 cards.. /// internal static string Adventures_Dungeon_Second_Text { get { return ResourceManager.GetString("Adventures_Dungeon_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Duplicate. /// internal static string Adventures_Duplicate_Name { get { return ResourceManager.GetString("Adventures_Duplicate_Name", resourceCulture); } } /// /// Looks up a localized string similar to Put this on your Tavern mat.<br/>When you gain a card costing up to <coin>6</coin>, you may call this, to gain a copy of that card.. /// internal static string Adventures_Duplicate_Text { get { return ResourceManager.GetString("Adventures_Duplicate_Text", resourceCulture); } } /// /// Looks up a localized string similar to Expedition. /// internal static string Adventures_Expedition_Name { get { return ResourceManager.GetString("Adventures_Expedition_Name", resourceCulture); } } /// /// Looks up a localized string similar to Draw 2 extra cards for your next hand.. /// internal static string Adventures_Expedition_Text { get { return ResourceManager.GetString("Adventures_Expedition_Text", resourceCulture); } } /// /// Looks up a localized string similar to Move your -<coin>2</coin> cost token to an Action Supply pile (cards from that pile cost <coin>2</coin> less on your turns, but not less than <coin>0</coin>).. /// internal static string Adventures_Ferry_First_Text { get { return ResourceManager.GetString("Adventures_Ferry_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Ferry. /// internal static string Adventures_Ferry_Name { get { return ResourceManager.GetString("Adventures_Ferry_Name", resourceCulture); } } /// /// Looks up a localized string similar to Move your -<coin>2</coin> cost token to an Action Supply pile. (Cards from that pile cost <coin>2</coin> less on your turns, but not less than <coin>0</coin>.). /// internal static string Adventures_Ferry_Second_Text { get { return ResourceManager.GetString("Adventures_Ferry_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Fugitive. /// internal static string Adventures_Fugitive_Name { get { return ResourceManager.GetString("Adventures_Fugitive_Name", resourceCulture); } } /// /// Looks up a localized string similar to Set aside up to 2 cards from your hand face down. At the start of your next turn, put them into your hand.. /// internal static string Adventures_Gear_First_Text { get { return ResourceManager.GetString("Adventures_Gear_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Gear. /// internal static string Adventures_Gear_Name { get { return ResourceManager.GetString("Adventures_Gear_Name", resourceCulture); } } /// /// Looks up a localized string similar to Set aside up to 2 cards from your hand face down (under this). At the start of your next turn, put them into your hand.. /// internal static string Adventures_Gear_Second_Text { get { return ResourceManager.GetString("Adventures_Gear_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Turn your Journey token over (it starts face up). If it's face down, +<coin>1</coin>. If it's face up, +<coin>5</coin>, and each other player reveals the top card of his deck, trashes it if it costs from <coin>3</coin> to <coin>6</coin>, and otherwise discards it and gains a Curse.. /// internal static string Adventures_Giant_First_Text { get { return ResourceManager.GetString("Adventures_Giant_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Giant. /// internal static string Adventures_Giant_Name { get { return ResourceManager.GetString("Adventures_Giant_Name", resourceCulture); } } /// /// Looks up a localized string similar to Turn your Journey token over (it starts face up). If it's face down, +<coin>1</coin>. If it's face up, +<coin>5</coin>, and each other player reveals the top card of their deck, trashes it if it costs from <coin>3</coin> to <coin>6</coin>, and otherwise discards it and gains a Curse.. /// internal static string Adventures_Giant_Second_Text { get { return ResourceManager.GetString("Adventures_Giant_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Guide. /// internal static string Adventures_Guide_Name { get { return ResourceManager.GetString("Adventures_Guide_Name", resourceCulture); } } /// /// Looks up a localized string similar to Put this on your Tavern mat.<br/>At the start of your turn, you may call this, to discard your hand and draw 5 cards.. /// internal static string Adventures_Guide_Text { get { return ResourceManager.GetString("Adventures_Guide_Text", resourceCulture); } } /// /// Looks up a localized string similar to Until your next turn, when any other player buys a card, he puts his hand on top of his deck in any order.<nl/><benefit/>. /// internal static string Adventures_HauntedWoods_First_Text { get { return ResourceManager.GetString("Adventures_HauntedWoods_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Haunted Woods. /// internal static string Adventures_HauntedWoods_Name { get { return ResourceManager.GetString("Adventures_HauntedWoods_Name", resourceCulture); } } /// /// Looks up a localized string similar to Until your next turn, when any other player buys a card, they put their hand onto their deck in any order.<nl/><benefit/>. /// internal static string Adventures_HauntedWoods_Second_Text { get { return ResourceManager.GetString("Adventures_HauntedWoods_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Hero. /// internal static string Adventures_Hero_Name { get { return ResourceManager.GetString("Adventures_Hero_Name", resourceCulture); } } /// /// Looks up a localized string similar to Hireling. /// internal static string Adventures_Hireling_Name { get { return ResourceManager.GetString("Adventures_Hireling_Name", resourceCulture); } } /// /// Looks up a localized string similar to At the start of each of your turns for the rest of the game:<nl/><b>+1<nbsp/>Card</b><nl/><i>(This stays in play.)</i>. /// internal static string Adventures_Hireling_Text { get { return ResourceManager.GetString("Adventures_Hireling_Text", resourceCulture); } } /// /// Looks up a localized string similar to Once per game: Set aside a non-Victory Action card from the Supply costing up to <coin>4</coin>. Move your Estate token to it (your Estates gain the abilities and types of that card).. /// internal static string Adventures_Inheritance_First_Text { get { return ResourceManager.GetString("Adventures_Inheritance_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Inheritance. /// internal static string Adventures_Inheritance_Name { get { return ResourceManager.GetString("Adventures_Inheritance_Name", resourceCulture); } } /// /// Looks up a localized string similar to Once per game: Set aside a non-Victory Action card from the Supply costing up to <coin>4</coin>. Move your Estate token to it. (Your Estates gain the abilities and types of that card.). /// internal static string Adventures_Inheritance_Second_Text { get { return ResourceManager.GetString("Adventures_Inheritance_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Move your +1 Action token to an Action Supply pile (when you play a card from that pile, you first get +1 Action).. /// internal static string Adventures_LostArts_First_Text { get { return ResourceManager.GetString("Adventures_LostArts_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Lost Arts. /// internal static string Adventures_LostArts_Name { get { return ResourceManager.GetString("Adventures_LostArts_Name", resourceCulture); } } /// /// Looks up a localized string similar to Move your +1 Action token to an Action Supply pile. (When you play a card from that pile, you first get <b>+1<nbsp/>Action</b>.). /// internal static string Adventures_LostArts_Second_Text { get { return ResourceManager.GetString("Adventures_LostArts_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Lost City. /// internal static string Adventures_LostCity_Name { get { return ResourceManager.GetString("Adventures_LostCity_Name", resourceCulture); } } /// /// Looks up a localized string similar to <br/>When you gain this, each other player draws a card.. /// internal static string Adventures_LostCity_Text { get { return ResourceManager.GetString("Adventures_LostCity_Text", resourceCulture); } } /// /// Looks up a localized string similar to Magpie. /// internal static string Adventures_Magpie_Name { get { return ResourceManager.GetString("Adventures_Magpie_Name", resourceCulture); } } /// /// Looks up a localized string similar to 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.. /// internal static string Adventures_Magpie_Text { get { return ResourceManager.GetString("Adventures_Magpie_Text", resourceCulture); } } /// /// Looks up a localized string similar to Messenger. /// internal static string Adventures_Messenger_Name { get { return ResourceManager.GetString("Adventures_Messenger_Name", resourceCulture); } } /// /// Looks up a localized string similar to You may put your deck into your discard pile.<br/>When this is your first buy in a turn, gain a card costing up to <coin>4</coin>, and each other player gains a copy of it.. /// internal static string Adventures_Messenger_Text { get { return ResourceManager.GetString("Adventures_Messenger_Text", resourceCulture); } } /// /// Looks up a localized string similar to Miser. /// internal static string Adventures_Miser_Name { get { return ResourceManager.GetString("Adventures_Miser_Name", resourceCulture); } } /// /// Looks up a localized string similar to Choose one: Put a Copper from your hand onto your Tavern mat; or +<coin>1</coin> per Copper on your Tavern mat.. /// internal static string Adventures_Miser_Text { get { return ResourceManager.GetString("Adventures_Miser_Text", resourceCulture); } } /// /// Looks up a localized string similar to Once per turn: If the previous turn wasn't yours, take another turn after this one, in which you can't buy cards.. /// internal static string Adventures_Mission_First_Text { get { return ResourceManager.GetString("Adventures_Mission_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Mission. /// internal static string Adventures_Mission_Name { get { return ResourceManager.GetString("Adventures_Mission_Name", resourceCulture); } } /// /// Looks up a localized string similar to Once per turn: If the previous turn wasn't yours, take another turn after this one, during which you can't buy cards.. /// internal static string Adventures_Mission_Second_Text { get { return ResourceManager.GetString("Adventures_Mission_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Page. /// internal static string Adventures_Page_Name { get { return ResourceManager.GetString("Adventures_Page_Name", resourceCulture); } } /// /// Looks up a localized string similar to Move your +1 Card token to an Action Supply pile (when you play a card from that pile, you first get +1 Card).. /// internal static string Adventures_Pathfinding_First_Text { get { return ResourceManager.GetString("Adventures_Pathfinding_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Pathfinding. /// internal static string Adventures_Pathfinding_Name { get { return ResourceManager.GetString("Adventures_Pathfinding_Name", resourceCulture); } } /// /// Looks up a localized string similar to Move your +1 Card token to an Action Supply pile. (When you play a card from that pile, you first get <b>+1<nbsp/>Card</b>.). /// internal static string Adventures_Pathfinding_Second_Text { get { return ResourceManager.GetString("Adventures_Pathfinding_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Peasant. /// internal static string Adventures_Peasant_Name { get { return ResourceManager.GetString("Adventures_Peasant_Name", resourceCulture); } } /// /// Looks up a localized string similar to Pilgrimage. /// internal static string Adventures_Pilgrimage_Name { get { return ResourceManager.GetString("Adventures_Pilgrimage_Name", resourceCulture); } } /// /// Looks up a localized string similar to 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.. /// internal static string Adventures_Pilgrimage_Text { get { return ResourceManager.GetString("Adventures_Pilgrimage_Text", resourceCulture); } } /// /// Looks up a localized string similar to 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).. /// internal static string Adventures_Plan_First_Text { get { return ResourceManager.GetString("Adventures_Plan_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Plan. /// internal static string Adventures_Plan_Name { get { return ResourceManager.GetString("Adventures_Plan_Name", resourceCulture); } } /// /// Looks up a localized string similar to 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.). /// internal static string Adventures_Plan_Second_Text { get { return ResourceManager.GetString("Adventures_Plan_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to <br/>When you buy this, gain another Port. /// internal static string Adventures_Port_First_Text { get { return ResourceManager.GetString("Adventures_Port_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Port. /// internal static string Adventures_Port_Name { get { return ResourceManager.GetString("Adventures_Port_Name", resourceCulture); } } /// /// Looks up a localized string similar to <br/>When you buy this, gain another Port.. /// internal static string Adventures_Port_Second_Text { get { return ResourceManager.GetString("Adventures_Port_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Quest. /// internal static string Adventures_Quest_Name { get { return ResourceManager.GetString("Adventures_Quest_Name", resourceCulture); } } /// /// Looks up a localized string similar to You may discard an Attack, two Curses, or six cards. If you do, gain a Gold.. /// internal static string Adventures_Quest_Text { get { return ResourceManager.GetString("Adventures_Quest_Text", resourceCulture); } } /// /// Looks up a localized string similar to Gain a Silver per Silver you have in play. Each other player puts his -1 Card token on his deck.. /// internal static string Adventures_Raid_First_Text { get { return ResourceManager.GetString("Adventures_Raid_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Raid. /// internal static string Adventures_Raid_Name { get { return ResourceManager.GetString("Adventures_Raid_Name", resourceCulture); } } /// /// Looks up a localized string similar to Gain a Silver per Silver you have in play. Each other player puts their -1 Card token on their deck.. /// internal static string Adventures_Raid_Second_Text { get { return ResourceManager.GetString("Adventures_Raid_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Turn your Journey token over (it starts face up). If it's face up, +5 Cards.. /// internal static string Adventures_Ranger_First_Text { get { return ResourceManager.GetString("Adventures_Ranger_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Ranger. /// internal static string Adventures_Ranger_Name { get { return ResourceManager.GetString("Adventures_Ranger_Name", resourceCulture); } } /// /// Looks up a localized string similar to <nl/>Turn your Journey token over (it starts face up). Then if it's face up, <b>+5<nbsp/>Cards</b>.. /// internal static string Adventures_Ranger_Second_Text { get { return ResourceManager.GetString("Adventures_Ranger_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Ratcatcher. /// internal static string Adventures_Ratcatcher_Name { get { return ResourceManager.GetString("Adventures_Ratcatcher_Name", resourceCulture); } } /// /// Looks up a localized string similar to Put this on your Tavern mat.<br/>At the start of your turn, you may call this, to trash a card from your hand.. /// internal static string Adventures_Ratcatcher_Text { get { return ResourceManager.GetString("Adventures_Ratcatcher_Text", resourceCulture); } } /// /// Looks up a localized string similar to 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 <coin/> of the trashed card. Put one into your hand and discard the rest.. /// internal static string Adventures_Raze_First_Text { get { return ResourceManager.GetString("Adventures_Raze_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Raze. /// internal static string Adventures_Raze_Name { get { return ResourceManager.GetString("Adventures_Raze_Name", resourceCulture); } } /// /// Looks up a localized string similar to Trash this or a card from your hand. Look at one card from the top of your deck per <coin>1</coin> the trashed card costs. Put one of them into your hand and discard the rest.. /// internal static string Adventures_Raze_Second_Text { get { return ResourceManager.GetString("Adventures_Raze_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to When you play this, each other player puts his -1 Card token on his deck.. /// internal static string Adventures_Relic_First_Text { get { return ResourceManager.GetString("Adventures_Relic_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Relic. /// internal static string Adventures_Relic_Name { get { return ResourceManager.GetString("Adventures_Relic_Name", resourceCulture); } } /// /// Looks up a localized string similar to When you play this, each other player puts their -1 Card token on their deck.. /// internal static string Adventures_Relic_Second_Text { get { return ResourceManager.GetString("Adventures_Relic_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Put this on your Tavern mat.<br/>Directly after resolving an Action, if it's still in play, you may call this, to replay that Action.. /// internal static string Adventures_RoyalCarriage_First_Text { get { return ResourceManager.GetString("Adventures_RoyalCarriage_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Royal Carriage. /// internal static string Adventures_RoyalCarriage_Name { get { return ResourceManager.GetString("Adventures_RoyalCarriage_Name", resourceCulture); } } /// /// Looks up a localized string similar to Put this on your Tavern mat.<br/>Directly after you finish playing an Action card, if it's still in play, you may call this, to replay that Action.. /// internal static string Adventures_RoyalCarriage_Second_Text { get { return ResourceManager.GetString("Adventures_RoyalCarriage_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Once per turn: Set aside a card from your hand, and put it into your hand at end of turn (after drawing).. /// internal static string Adventures_Save_First_Text { get { return ResourceManager.GetString("Adventures_Save_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Save. /// internal static string Adventures_Save_Name { get { return ResourceManager.GetString("Adventures_Save_Name", resourceCulture); } } /// /// Looks up a localized string similar to Once per turn: <benefit/>. Set aside a card from your hand, and put it into your hand at end of turn (after drawing).. /// internal static string Adventures_Save_Second_Text { get { return ResourceManager.GetString("Adventures_Save_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Look at the top 5 cards of your deck. Discard 3 of them and put the rest back in any order.. /// internal static string Adventures_ScoutingParty_First_Text { get { return ResourceManager.GetString("Adventures_ScoutingParty_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Scouting Party. /// internal static string Adventures_ScoutingParty_Name { get { return ResourceManager.GetString("Adventures_ScoutingParty_Name", resourceCulture); } } /// /// Looks up a localized string similar to Look at the top 5 cards of your deck. Discard 3 and put the rest back in any order.. /// internal static string Adventures_ScoutingParty_Second_Text { get { return ResourceManager.GetString("Adventures_ScoutingParty_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Gain an Action card costing up to <coin>4</coin>.<nl/>Move your +1 Buy token to its pile (when you play a card from that pile, you first get +1 Buy).. /// internal static string Adventures_Seaway_First_Text { get { return ResourceManager.GetString("Adventures_Seaway_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Seaway. /// internal static string Adventures_Seaway_Name { get { return ResourceManager.GetString("Adventures_Seaway_Name", resourceCulture); } } /// /// Looks up a localized string similar to Gain an Action card costing up to <coin>4</coin>.<nl/>Move your +1 Buy token to its pile. (When you play a card from that pile, you first get <b>+1<nbsp/>Buy</b>.). /// internal static string Adventures_Seaway_Second_Text { get { return ResourceManager.GetString("Adventures_Seaway_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Soldier. /// internal static string Adventures_Soldier_Name { get { return ResourceManager.GetString("Adventures_Soldier_Name", resourceCulture); } } /// /// Looks up a localized string similar to Play up to 3 Treasures from your hand. Pay all of your <coin/>, +1 Card per <coin/> paid.. /// internal static string Adventures_Storyteller_First_Text { get { return ResourceManager.GetString("Adventures_Storyteller_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Storyteller. /// internal static string Adventures_Storyteller_Name { get { return ResourceManager.GetString("Adventures_Storyteller_Name", resourceCulture); } } /// /// Looks up a localized string similar to Play up to 3 Treasures from your hand. Then pay all of your <coin/> (including the <coin>1</coin> from this), and draw a card per <coin>1</coin> you paid.. /// internal static string Adventures_Storyteller_Second_Text { get { return ResourceManager.GetString("Adventures_Storyteller_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Until your next turn, when any other player buys a card, he gains a Curse.<nl/><benefit/>. /// internal static string Adventures_SwampHag_First_Text { get { return ResourceManager.GetString("Adventures_SwampHag_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Swamp Hag. /// internal static string Adventures_SwampHag_Name { get { return ResourceManager.GetString("Adventures_SwampHag_Name", resourceCulture); } } /// /// Looks up a localized string similar to Until your next turn, when any other player buys a card, they gain a Curse.<nl/><benefit/>. /// internal static string Adventures_SwampHag_Second_Text { get { return ResourceManager.GetString("Adventures_SwampHag_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Teacher. /// internal static string Adventures_Teacher_Name { get { return ResourceManager.GetString("Adventures_Teacher_Name", resourceCulture); } } /// /// Looks up a localized string similar to Put this on your Tavern mat.<br/>At the start of your turn, you may call this, to move your +1 Card, +1 Action, +1 Buy, or +<coin>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).<nl/><i>(This is not in the Supply.)</i>. /// internal static string Adventures_Teacher_Text { get { return ResourceManager.GetString("Adventures_Teacher_Text", resourceCulture); } } /// /// Looks up a localized string similar to Trade. /// internal static string Adventures_Trade_Name { get { return ResourceManager.GetString("Adventures_Trade_Name", resourceCulture); } } /// /// Looks up a localized string similar to Trash up to 2 cards from your hand.<nl/>Gain a Silver per card you trashed.. /// internal static string Adventures_Trade_Text { get { return ResourceManager.GetString("Adventures_Trade_Text", resourceCulture); } } /// /// Looks up a localized string similar to Move your +<coin>1</coin> token to an Action Supply pile (when you play a card from that pile, you first get +<coin>1</coin>).. /// internal static string Adventures_Training_First_Text { get { return ResourceManager.GetString("Adventures_Training_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Training. /// internal static string Adventures_Training_Name { get { return ResourceManager.GetString("Adventures_Training_Name", resourceCulture); } } /// /// Looks up a localized string similar to Move your +<coin>1</coin> token to an Action Supply pile. (When you play a card from that pile, you first get +<coin>1</coin>.). /// internal static string Adventures_Training_Second_Text { get { return ResourceManager.GetString("Adventures_Training_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Put this on your Tavern mat.<br/>At the start of your turn, you may call this, to trash a card from your hand, gain a card costing up to <coin>1</coin> more than it, and put that card into your hand.. /// internal static string Adventures_Transmogrify_First_Text { get { return ResourceManager.GetString("Adventures_Transmogrify_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Transmogrify. /// internal static string Adventures_Transmogrify_Name { get { return ResourceManager.GetString("Adventures_Transmogrify_Name", resourceCulture); } } /// /// Looks up a localized string similar to Put this on your Tavern mat.<br/>At the start of your turn, you may call this, to trash a card from your hand, gain a card to your hand costing up to <coin>1</coin> more than it.. /// internal static string Adventures_Transmogrify_Second_Text { get { return ResourceManager.GetString("Adventures_Transmogrify_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to When you gain a card this turn, you may put it on top of your deck.. /// internal static string Adventures_TravellingFair_First_Text { get { return ResourceManager.GetString("Adventures_TravellingFair_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Travelling Fair. /// internal static string Adventures_TravellingFair_Name { get { return ResourceManager.GetString("Adventures_TravellingFair_Name", resourceCulture); } } /// /// Looks up a localized string similar to When you gain a card this turn, you may put it onto your deck.. /// internal static string Adventures_TravellingFair_Second_Text { get { return ResourceManager.GetString("Adventures_TravellingFair_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Treasure Hunter. /// internal static string Adventures_TreasureHunter_Name { get { return ResourceManager.GetString("Adventures_TreasureHunter_Name", resourceCulture); } } /// /// Looks up a localized string similar to Treasure Trove. /// internal static string Adventures_TreasureTrove_Name { get { return ResourceManager.GetString("Adventures_TreasureTrove_Name", resourceCulture); } } /// /// Looks up a localized string similar to When you play this, gain a Gold and a Copper.. /// internal static string Adventures_TreasureTrove_Text { get { return ResourceManager.GetString("Adventures_TreasureTrove_Text", resourceCulture); } } /// /// Looks up a localized string similar to Warrior. /// internal static string Adventures_Warrior_Name { get { return ResourceManager.GetString("Adventures_Warrior_Name", resourceCulture); } } /// /// Looks up a localized string similar to Wine Merchant. /// internal static string Adventures_WineMerchant_Name { get { return ResourceManager.GetString("Adventures_WineMerchant_Name", resourceCulture); } } /// /// Looks up a localized string similar to Put this on your Tavern mat.<br/>At the end of your Buy phase, if you have at least <coin>2</coin> unspent, you may discard this from your Tavern mat.. /// internal static string Adventures_WineMerchant_Text { get { return ResourceManager.GetString("Adventures_WineMerchant_Text", resourceCulture); } } /// /// Looks up a localized string similar to again from {card}. /// internal static string AgainFromCard { get { return ResourceManager.GetString("AgainFromCard", resourceCulture); } } /// /// Looks up a localized string similar to <br/>When you discard this from play, you may put this on top of your deck if you have a Potion in play.. /// internal static string Alchemy_Alchemist_First_Text { get { return ResourceManager.GetString("Alchemy_Alchemist_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Alchemist. /// internal static string Alchemy_Alchemist_Name { get { return ResourceManager.GetString("Alchemy_Alchemist_Name", resourceCulture); } } /// /// Looks up a localized string similar to <br/>When you discard this from play, if you have a Potion in play, you may put this onto your deck.. /// internal static string Alchemy_Alchemist_Second_Text { get { return ResourceManager.GetString("Alchemy_Alchemist_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Reveal the top 4 cards of your deck. Put the revealed Coppers and Potions into your hand. Put the other cards on top of your deck in any order.. /// internal static string Alchemy_Apothecary_First_Text { get { return ResourceManager.GetString("Alchemy_Apothecary_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Apothecary. /// internal static string Alchemy_Apothecary_Name { get { return ResourceManager.GetString("Alchemy_Apothecary_Name", resourceCulture); } } /// /// Looks up a localized string similar to Reveal the top 4 cards of your deck. Put the Coppers and Potions into your hand. Put the rest back in any order.. /// internal static string Alchemy_Apothecary_Second_Text { get { return ResourceManager.GetString("Alchemy_Apothecary_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Trash a card from your hand.<nl/>+1<nbsp/>Card per <coin/> it costs.<nl/>+2<nbsp/>Cards if it has <potion/> in its cost.. /// internal static string Alchemy_Apprentice_First_Text { get { return ResourceManager.GetString("Alchemy_Apprentice_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Apprentice. /// internal static string Alchemy_Apprentice_Name { get { return ResourceManager.GetString("Alchemy_Apprentice_Name", resourceCulture); } } /// /// Looks up a localized string similar to Trash a card from your hand.<nl/><b>+1<nbsp/>Card</b> per <coin>1</coin> it costs.<nl/><b>+2<nbsp/>Cards</b> if it has <potion/> in its cost.. /// internal static string Alchemy_Apprentice_Second_Text { get { return ResourceManager.GetString("Alchemy_Apprentice_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Familiar. /// internal static string Alchemy_Familiar_Name { get { return ResourceManager.GetString("Alchemy_Familiar_Name", resourceCulture); } } /// /// Looks up a localized string similar to Each other player gains a Curse.. /// internal static string Alchemy_Familiar_Text { get { return ResourceManager.GetString("Alchemy_Familiar_Text", resourceCulture); } } /// /// Looks up a localized string similar to Reveal cards from your deck until you reveal 2 Action cards other than Golem cards.<nl/>Discard the other cards, then play the Action cards in either order.. /// internal static string Alchemy_Golem_First_Text { get { return ResourceManager.GetString("Alchemy_Golem_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Golem. /// internal static string Alchemy_Golem_Name { get { return ResourceManager.GetString("Alchemy_Golem_Name", resourceCulture); } } /// /// Looks up a localized string similar to Reveal cards from your deck until you reveal 2 Action cards other than Golems.<nl/>Discard the other cards, then play the Action cards in either order.. /// internal static string Alchemy_Golem_Second_Text { get { return ResourceManager.GetString("Alchemy_Golem_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to When you discard this from play, you may put one of your Treasures from play on top of your deck.. /// internal static string Alchemy_Herbalist_First_Text { get { return ResourceManager.GetString("Alchemy_Herbalist_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Herbalist. /// internal static string Alchemy_Herbalist_Name { get { return ResourceManager.GetString("Alchemy_Herbalist_Name", resourceCulture); } } /// /// Looks up a localized string similar to When you discard this from play, you may put one of your Treasures from play onto your deck.. /// internal static string Alchemy_Herbalist_Second_Text { get { return ResourceManager.GetString("Alchemy_Herbalist_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to When you play this, count your deck and discard pile.<nl/>Worth <coin>1</coin> per 5 cards total between them (rounded down).. /// internal static string Alchemy_PhilosophersStone_First_Text { get { return ResourceManager.GetString("Alchemy_PhilosophersStone_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Philosopher's Stone. /// internal static string Alchemy_PhilosophersStone_Name { get { return ResourceManager.GetString("Alchemy_PhilosophersStone_Name", resourceCulture); } } /// /// Looks up a localized string similar to When you play this, count your deck and discard pile.<nl/>Worth <coin>1</coin> per 5 cards total between them (round down).. /// internal static string Alchemy_PhilosophersStone_Second_Text { get { return ResourceManager.GetString("Alchemy_PhilosophersStone_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Potion. /// internal static string Alchemy_Potion_Name { get { return ResourceManager.GetString("Alchemy_Potion_Name", resourceCulture); } } /// /// Looks up a localized string similar to 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 you reveal one that is not an Action.<nl/>Put all of your revealed cards into your hand.. /// internal static string Alchemy_ScryingPool_First_Text { get { return ResourceManager.GetString("Alchemy_ScryingPool_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Scrying Pool. /// internal static string Alchemy_ScryingPool_Name { get { return ResourceManager.GetString("Alchemy_ScryingPool_Name", resourceCulture); } } /// /// Looks up a localized string similar to Each player (including you) reveals the top card of their deck and either discards it or puts it back, your choice. Then reveal cards from your deck until revealing one that isn't an Action. Put all of those revealed cards into your hand.. /// internal static string Alchemy_ScryingPool_Second_Text { get { return ResourceManager.GetString("Alchemy_ScryingPool_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Transmute. /// internal static string Alchemy_Transmute_Name { get { return ResourceManager.GetString("Alchemy_Transmute_Name", resourceCulture); } } /// /// Looks up a localized string similar to Trash a card from your hand.<nl/>If it's an...<nl/>Action card, gain a Duchy<nl/>Treasure card, gain a Transmute<nl/>Victory card, gain a Gold. /// internal static string Alchemy_Transmute_Text { get { return ResourceManager.GetString("Alchemy_Transmute_Text", resourceCulture); } } /// /// Looks up a localized string similar to University. /// internal static string Alchemy_University_Name { get { return ResourceManager.GetString("Alchemy_University_Name", resourceCulture); } } /// /// Looks up a localized string similar to You may gain an Action card costing up to <coin>5</coin>.. /// internal static string Alchemy_University_Text { get { return ResourceManager.GetString("Alchemy_University_Text", resourceCulture); } } /// /// Looks up a localized string similar to Worth <vp>1</vp> for every 3 Action cards in your deck (rounded down).. /// internal static string Alchemy_Vineyard_First_Text { get { return ResourceManager.GetString("Alchemy_Vineyard_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Vineyard. /// internal static string Alchemy_Vineyard_Name { get { return ResourceManager.GetString("Alchemy_Vineyard_Name", resourceCulture); } } /// /// Looks up a localized string similar to Worth <vp>1</vp> per 3 Action cards in your deck (round down).. /// internal static string Alchemy_Vineyard_Second_Text { get { return ResourceManager.GetString("Alchemy_Vineyard_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Blank. /// internal static string All_Blank_Name { get { return ResourceManager.GetString("All_Blank_Name", resourceCulture); } } /// /// Looks up a localized string similar to Copper. /// internal static string All_Copper_Name { get { return ResourceManager.GetString("All_Copper_Name", resourceCulture); } } /// /// Looks up a localized string similar to Curse. /// internal static string All_Curse_Name { get { return ResourceManager.GetString("All_Curse_Name", resourceCulture); } } /// /// Looks up a localized string similar to Duchy. /// internal static string All_Duchy_Name { get { return ResourceManager.GetString("All_Duchy_Name", resourceCulture); } } /// /// Looks up a localized string similar to Dummy. /// internal static string All_Dummy_Name { get { return ResourceManager.GetString("All_Dummy_Name", resourceCulture); } } /// /// Looks up a localized string similar to DummyRed. /// internal static string All_DummyRed_Name { get { return ResourceManager.GetString("All_DummyRed_Name", resourceCulture); } } /// /// Looks up a localized string similar to Estate. /// internal static string All_Estate_Name { get { return ResourceManager.GetString("All_Estate_Name", resourceCulture); } } /// /// Looks up a localized string similar to Gold. /// internal static string All_Gold_Name { get { return ResourceManager.GetString("All_Gold_Name", resourceCulture); } } /// /// Looks up a localized string similar to Province. /// internal static string All_Province_Name { get { return ResourceManager.GetString("All_Province_Name", resourceCulture); } } /// /// Looks up a localized string similar to Silver. /// internal static string All_Silver_Name { get { return ResourceManager.GetString("All_Silver_Name", resourceCulture); } } /// /// Looks up a localized string similar to At the start of your next turn:. /// internal static string AtTheStartOfYourNextTurn { get { return ResourceManager.GetString("AtTheStartOfYourNextTurn", resourceCulture); } } /// /// Looks up a localized string similar to Adventurer. /// internal static string Base_Adventurer_Name { get { return ResourceManager.GetString("Base_Adventurer_Name", resourceCulture); } } /// /// Looks up a localized string similar to Reveal cards from your deck until you reveal 2 Treasure cards.<nl/>Put those Treasure cards into your hand and discard the other revealed cards.. /// internal static string Base_Adventurer_Text { get { return ResourceManager.GetString("Base_Adventurer_Text", resourceCulture); } } /// /// Looks up a localized string similar to Artisan. /// internal static string Base_Artisan_Name { get { return ResourceManager.GetString("Base_Artisan_Name", resourceCulture); } } /// /// Looks up a localized string similar to Gain a card to your hand costing up to <coin>5</coin>.<nl/><nl/>Put a card from your hand onto your deck.. /// internal static string Base_Artisan_Text { get { return ResourceManager.GetString("Base_Artisan_Text", resourceCulture); } } /// /// Looks up a localized string similar to Bandit. /// internal static string Base_Bandit_Name { get { return ResourceManager.GetString("Base_Bandit_Name", resourceCulture); } } /// /// Looks up a localized string similar to Gain a Gold. Each other player reveals the top 2 cards of their deck, trashes a revealed Treasure other than Copper, and discards the rest.. /// internal static string Base_Bandit_Text { get { return ResourceManager.GetString("Base_Bandit_Text", resourceCulture); } } /// /// Looks up a localized string similar to Gain a Silver card;<nl/>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).. /// internal static string Base_Bureaucrat_First_Text { get { return ResourceManager.GetString("Base_Bureaucrat_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Bureaucrat. /// internal static string Base_Bureaucrat_Name { get { return ResourceManager.GetString("Base_Bureaucrat_Name", resourceCulture); } } /// /// Looks up a localized string similar to Gain a Silver onto your deck. Each other player reveals a Victory card from their hand and puts it onto their deck (or reveals a hand with no Victory cards).. /// internal static string Base_Bureaucrat_Second_Text { get { return ResourceManager.GetString("Base_Bureaucrat_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Discard any number of cards.<nl/>+1<nbsp/>Card per card discarded.. /// internal static string Base_Cellar_First_Text { get { return ResourceManager.GetString("Base_Cellar_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Cellar. /// internal static string Base_Cellar_Name { get { return ResourceManager.GetString("Base_Cellar_Name", resourceCulture); } } /// /// Looks up a localized string similar to Discard any number of cards, then draw that many.. /// internal static string Base_Cellar_Second_Text { get { return ResourceManager.GetString("Base_Cellar_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Chancellor. /// internal static string Base_Chancellor_Name { get { return ResourceManager.GetString("Base_Chancellor_Name", resourceCulture); } } /// /// Looks up a localized string similar to You may immediately put your deck into your discard pile.. /// internal static string Base_Chancellor_Text { get { return ResourceManager.GetString("Base_Chancellor_Text", resourceCulture); } } /// /// Looks up a localized string similar to Chapel. /// internal static string Base_Chapel_Name { get { return ResourceManager.GetString("Base_Chapel_Name", resourceCulture); } } /// /// Looks up a localized string similar to Trash up to 4 cards from your hand.. /// internal static string Base_Chapel_Text { get { return ResourceManager.GetString("Base_Chapel_Text", resourceCulture); } } /// /// Looks up a localized string similar to Council Room. /// internal static string Base_CouncilRoom_Name { get { return ResourceManager.GetString("Base_CouncilRoom_Name", resourceCulture); } } /// /// Looks up a localized string similar to Each other player draws a card.. /// internal static string Base_CouncilRoom_Text { get { return ResourceManager.GetString("Base_CouncilRoom_Text", resourceCulture); } } /// /// Looks up a localized string similar to Feast. /// internal static string Base_Feast_Name { get { return ResourceManager.GetString("Base_Feast_Name", resourceCulture); } } /// /// Looks up a localized string similar to Trash this card.<nl/>Gain a card costing up to <coin>5</coin>.. /// internal static string Base_Feast_Text { get { return ResourceManager.GetString("Base_Feast_Text", resourceCulture); } } /// /// Looks up a localized string similar to Festival. /// internal static string Base_Festival_Name { get { return ResourceManager.GetString("Base_Festival_Name", resourceCulture); } } /// /// Looks up a localized string similar to Worth <vp>1</vp><nl/>for every 10 cards<nl/>in your deck (rounded down).. /// internal static string Base_Gardens_First_Text { get { return ResourceManager.GetString("Base_Gardens_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Gardens. /// internal static string Base_Gardens_Name { get { return ResourceManager.GetString("Base_Gardens_Name", resourceCulture); } } /// /// Looks up a localized string similar to Worth <vp>1</vp><nl/>per 10 cards you<nl/>have (rounded down).. /// internal static string Base_Gardens_Second_Text { get { return ResourceManager.GetString("Base_Gardens_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Harbinger. /// internal static string Base_Harbinger_Name { get { return ResourceManager.GetString("Base_Harbinger_Name", resourceCulture); } } /// /// Looks up a localized string similar to Look through your discard pile. You may put a card from it onto your deck.. /// internal static string Base_Harbinger_Text { get { return ResourceManager.GetString("Base_Harbinger_Text", resourceCulture); } } /// /// Looks up a localized string similar to Laboratory. /// internal static string Base_Laboratory_Name { get { return ResourceManager.GetString("Base_Laboratory_Name", resourceCulture); } } /// /// Looks up a localized string similar to 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.. /// internal static string Base_Library_First_Text { get { return ResourceManager.GetString("Base_Library_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Library. /// internal static string Base_Library_Name { get { return ResourceManager.GetString("Base_Library_Name", resourceCulture); } } /// /// Looks up a localized string similar to Draw until you have 7 cards in hand, skipping any Action cards you choose to; set those aside, discarding afterwards.. /// internal static string Base_Library_Second_Text { get { return ResourceManager.GetString("Base_Library_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Market. /// internal static string Base_Market_Name { get { return ResourceManager.GetString("Base_Market_Name", resourceCulture); } } /// /// Looks up a localized string similar to Merchant. /// internal static string Base_Merchant_Name { get { return ResourceManager.GetString("Base_Merchant_Name", resourceCulture); } } /// /// Looks up a localized string similar to The first time you play a Silver this turn, +<coin>1</coin>.. /// internal static string Base_Merchant_Text { get { return ResourceManager.GetString("Base_Merchant_Text", resourceCulture); } } /// /// Looks up a localized string similar to Each other player discards down to 3 cards in his hand.. /// internal static string Base_Militia_First_Text { get { return ResourceManager.GetString("Base_Militia_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Militia. /// internal static string Base_Militia_Name { get { return ResourceManager.GetString("Base_Militia_Name", resourceCulture); } } /// /// Looks up a localized string similar to Each other player discards down to 3 cards in hand.. /// internal static string Base_Militia_Second_Text { get { return ResourceManager.GetString("Base_Militia_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Trash a Treasure card from your hand.<nl/>Gain a Treasure card costing up to <coin>3</coin> more; put it into your hand.. /// internal static string Base_Mine_First_Text { get { return ResourceManager.GetString("Base_Mine_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Mine. /// internal static string Base_Mine_Name { get { return ResourceManager.GetString("Base_Mine_Name", resourceCulture); } } /// /// Looks up a localized string similar to You may trash a Treasure from your hand. Gain a Treasure to your hand costing up to <coin>3</coin> more than it.. /// internal static string Base_Mine_Second_Text { get { return ResourceManager.GetString("Base_Mine_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to <br/>When another player plays an Attack card, you may reveal this from your hand. If you do, you are unaffected by that Attack.. /// internal static string Base_Moat_First_Text { get { return ResourceManager.GetString("Base_Moat_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Moat. /// internal static string Base_Moat_Name { get { return ResourceManager.GetString("Base_Moat_Name", resourceCulture); } } /// /// Looks up a localized string similar to <br/>When another player plays an Attack card, you may first reveal this from your hand, to be unaffected by it.. /// internal static string Base_Moat_Second_Text { get { return ResourceManager.GetString("Base_Moat_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Trash a Copper card from your hand.<nl/>If you do, +<coin>3</coin>.. /// internal static string Base_Moneylender_First_Text { get { return ResourceManager.GetString("Base_Moneylender_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Moneylender. /// internal static string Base_Moneylender_Name { get { return ResourceManager.GetString("Base_Moneylender_Name", resourceCulture); } } /// /// Looks up a localized string similar to You may trash a Copper from your hand for +<coin>3</coin>.. /// internal static string Base_Moneylender_Second_Text { get { return ResourceManager.GetString("Base_Moneylender_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Poacher. /// internal static string Base_Poacher_Name { get { return ResourceManager.GetString("Base_Poacher_Name", resourceCulture); } } /// /// Looks up a localized string similar to Discard a card per empty Supply pile.. /// internal static string Base_Poacher_Text { get { return ResourceManager.GetString("Base_Poacher_Text", resourceCulture); } } /// /// Looks up a localized string similar to Trash a card from your hand.<nl/>Gain a card costing up to <coin>2</coin> more than the trashed card.. /// internal static string Base_Remodel_First_Text { get { return ResourceManager.GetString("Base_Remodel_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Remodel. /// internal static string Base_Remodel_Name { get { return ResourceManager.GetString("Base_Remodel_Name", resourceCulture); } } /// /// Looks up a localized string similar to Trash a card from your hand.<nl/>Gain a card costing up to <coin>2</coin> more than it.. /// internal static string Base_Remodel_Second_Text { get { return ResourceManager.GetString("Base_Remodel_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Sentry. /// internal static string Base_Sentry_Name { get { return ResourceManager.GetString("Base_Sentry_Name", resourceCulture); } } /// /// Looks up a localized string similar to Look at the top 2 cards of your deck. Trash and/or discard any number of them. Put the rest back on top in any order.. /// internal static string Base_Sentry_Text { get { return ResourceManager.GetString("Base_Sentry_Text", resourceCulture); } } /// /// Looks up a localized string similar to Smithy. /// internal static string Base_Smithy_Name { get { return ResourceManager.GetString("Base_Smithy_Name", resourceCulture); } } /// /// Looks up a localized string similar to Spy. /// internal static string Base_Spy_Name { get { return ResourceManager.GetString("Base_Spy_Name", resourceCulture); } } /// /// Looks up a localized string similar to Each player (including you) reveals the top card of his deck and either discards it or puts it back, your choice.. /// internal static string Base_Spy_Text { get { return ResourceManager.GetString("Base_Spy_Text", resourceCulture); } } /// /// Looks up a localized string similar to Thief. /// internal static string Base_Thief_Name { get { return ResourceManager.GetString("Base_Thief_Name", resourceCulture); } } /// /// Looks up a localized string similar to Each other player reveals the top 2 cards of his deck.<nl/>If they revealed any Treasure cards, they trash one of them that you choose.<nl/>You may gain any or all of these trashed cards. They discard the other revealed cards.. /// internal static string Base_Thief_Text { get { return ResourceManager.GetString("Base_Thief_Text", resourceCulture); } } /// /// Looks up a localized string similar to Choose an Action card in your hand.<nl/>Play it twice. /// internal static string Base_ThroneRoom_First_Text { get { return ResourceManager.GetString("Base_ThroneRoom_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Throne Room. /// internal static string Base_ThroneRoom_Name { get { return ResourceManager.GetString("Base_ThroneRoom_Name", resourceCulture); } } /// /// Looks up a localized string similar to You may play an Action card from your hand twice.. /// internal static string Base_ThroneRoom_Second_Text { get { return ResourceManager.GetString("Base_ThroneRoom_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Vassal. /// internal static string Base_Vassal_Name { get { return ResourceManager.GetString("Base_Vassal_Name", resourceCulture); } } /// /// Looks up a localized string similar to Discard the top card of your deck. If it's an Action card, you may play it.. /// internal static string Base_Vassal_Text { get { return ResourceManager.GetString("Base_Vassal_Text", resourceCulture); } } /// /// Looks up a localized string similar to Village. /// internal static string Base_Village_Name { get { return ResourceManager.GetString("Base_Village_Name", resourceCulture); } } /// /// Looks up a localized string similar to Each other player gains a Curse card.. /// internal static string Base_Witch_First_Text { get { return ResourceManager.GetString("Base_Witch_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Witch. /// internal static string Base_Witch_Name { get { return ResourceManager.GetString("Base_Witch_Name", resourceCulture); } } /// /// Looks up a localized string similar to Each other player gains a Curse.. /// internal static string Base_Witch_Second_Text { get { return ResourceManager.GetString("Base_Witch_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Woodcutter. /// internal static string Base_Woodcutter_Name { get { return ResourceManager.GetString("Base_Woodcutter_Name", resourceCulture); } } /// /// Looks up a localized string similar to Workshop. /// internal static string Base_Workshop_Name { get { return ResourceManager.GetString("Base_Workshop_Name", resourceCulture); } } /// /// Looks up a localized string similar to Gain a card costing up to <coin>4</coin>.. /// internal static string Base_Workshop_Text { get { return ResourceManager.GetString("Base_Workshop_Text", resourceCulture); } } /// /// Looks up a localized string similar to You bought {card}. /// internal static string BoughtCard { get { return ResourceManager.GetString("BoughtCard", resourceCulture); } } /// /// Looks up a localized string similar to Buy. /// internal static string Buy { get { return ResourceManager.GetString("Buy", resourceCulture); } } /// /// Looks up a localized string similar to Buys. /// internal static string Buys { get { return ResourceManager.GetString("Buys", resourceCulture); } } /// /// Looks up a localized string similar to Call {card}. /// internal static string CallCard { get { return ResourceManager.GetString("CallCard", resourceCulture); } } /// /// Looks up a localized string similar to Cannot play cards right now!. /// internal static string CannotPlayCardsRightNow { get { return ResourceManager.GetString("CannotPlayCardsRightNow", resourceCulture); } } /// /// Looks up a localized string similar to Cannot play this card right now!. /// internal static string CannotPlayThisCardRightNow { get { return ResourceManager.GetString("CannotPlayThisCardRightNow", resourceCulture); } } /// /// Looks up a localized string similar to Cannot satisfy specified constraints! Please double-check and make sure it's possible to construct a Kingdom card setup with the constraints specified.. /// internal static string CannotSatisfyConstraints { get { return ResourceManager.GetString("CannotSatisfyConstraints", resourceCulture); } } /// /// Looks up a localized string similar to Cannot undo this card!. /// internal static string CannotUndoThisCard { get { return ResourceManager.GetString("CannotUndoThisCard", resourceCulture); } } /// /// Looks up a localized string similar to Card. /// internal static string Card { get { return ResourceManager.GetString("Card", resourceCulture); } } /// /// Looks up a localized string similar to Cards. /// internal static string Cards { get { return ResourceManager.GetString("Cards", resourceCulture); } } /// /// Looks up a localized string similar to Which card would you like to put into your hand?. /// internal static string CardToAddToHand { get { return ResourceManager.GetString("CardToAddToHand", resourceCulture); } } /// /// Looks up a localized string similar to Action. /// internal static string Category_Action { get { return ResourceManager.GetString("Category_Action", resourceCulture); } } /// /// Looks up a localized string similar to Artifact. /// internal static string Category_Artifact { get { return ResourceManager.GetString("Category_Artifact", resourceCulture); } } /// /// Looks up a localized string similar to Attack. /// internal static string Category_Attack { get { return ResourceManager.GetString("Category_Attack", resourceCulture); } } /// /// Looks up a localized string similar to Boon. /// internal static string Category_Boon { get { return ResourceManager.GetString("Category_Boon", resourceCulture); } } /// /// Looks up a localized string similar to Castle. /// internal static string Category_Castle { get { return ResourceManager.GetString("Category_Castle", resourceCulture); } } /// /// Looks up a localized string similar to Command. /// internal static string Category_Command { get { return ResourceManager.GetString("Category_Command", resourceCulture); } } /// /// Looks up a localized string similar to Curse. /// internal static string Category_Curse { get { return ResourceManager.GetString("Category_Curse", resourceCulture); } } /// /// Looks up a localized string similar to Doom. /// internal static string Category_Doom { get { return ResourceManager.GetString("Category_Doom", resourceCulture); } } /// /// Looks up a localized string similar to Duration. /// internal static string Category_Duration { get { return ResourceManager.GetString("Category_Duration", resourceCulture); } } /// /// Looks up a localized string similar to Event. /// internal static string Category_Event { get { return ResourceManager.GetString("Category_Event", resourceCulture); } } /// /// Looks up a localized string similar to Fate. /// internal static string Category_Fate { get { return ResourceManager.GetString("Category_Fate", resourceCulture); } } /// /// Looks up a localized string similar to Gathering. /// internal static string Category_Gathering { get { return ResourceManager.GetString("Category_Gathering", resourceCulture); } } /// /// Looks up a localized string similar to Heirloom. /// internal static string Category_Heirloom { get { return ResourceManager.GetString("Category_Heirloom", resourceCulture); } } /// /// Looks up a localized string similar to Hex. /// internal static string Category_Hex { get { return ResourceManager.GetString("Category_Hex", resourceCulture); } } /// /// Looks up a localized string similar to Knight. /// internal static string Category_Knight { get { return ResourceManager.GetString("Category_Knight", resourceCulture); } } /// /// Looks up a localized string similar to Landmark. /// internal static string Category_Landmark { get { return ResourceManager.GetString("Category_Landmark", resourceCulture); } } /// /// Looks up a localized string similar to Looter. /// internal static string Category_Looter { get { return ResourceManager.GetString("Category_Looter", resourceCulture); } } /// /// Looks up a localized string similar to Night. /// internal static string Category_Night { get { return ResourceManager.GetString("Category_Night", resourceCulture); } } /// /// Looks up a localized string similar to Prize. /// internal static string Category_Prize { get { return ResourceManager.GetString("Category_Prize", resourceCulture); } } /// /// Looks up a localized string similar to Project. /// internal static string Category_Project { get { return ResourceManager.GetString("Category_Project", resourceCulture); } } /// /// Looks up a localized string similar to Reaction. /// internal static string Category_Reaction { get { return ResourceManager.GetString("Category_Reaction", resourceCulture); } } /// /// Looks up a localized string similar to Reserve. /// internal static string Category_Reserve { get { return ResourceManager.GetString("Category_Reserve", resourceCulture); } } /// /// Looks up a localized string similar to Ruins. /// internal static string Category_Ruins { get { return ResourceManager.GetString("Category_Ruins", resourceCulture); } } /// /// Looks up a localized string similar to Shelter. /// internal static string Category_Shelter { get { return ResourceManager.GetString("Category_Shelter", resourceCulture); } } /// /// Looks up a localized string similar to Spirit. /// internal static string Category_Spirit { get { return ResourceManager.GetString("Category_Spirit", resourceCulture); } } /// /// Looks up a localized string similar to State. /// internal static string Category_State { get { return ResourceManager.GetString("Category_State", resourceCulture); } } /// /// Looks up a localized string similar to Traveller. /// internal static string Category_Traveller { get { return ResourceManager.GetString("Category_Traveller", resourceCulture); } } /// /// Looks up a localized string similar to Treasure. /// internal static string Category_Treasure { get { return ResourceManager.GetString("Category_Treasure", resourceCulture); } } /// /// Looks up a localized string similar to Victory. /// internal static string Category_Victory { get { return ResourceManager.GetString("Category_Victory", resourceCulture); } } /// /// Looks up a localized string similar to Way. /// internal static string Category_Way { get { return ResourceManager.GetString("Category_Way", resourceCulture); } } /// /// Looks up a localized string similar to Zombie. /// internal static string Category_Zombie { get { return ResourceManager.GetString("Category_Zombie", resourceCulture); } } /// /// Looks up a localized string similar to Choose a card to trash. /// internal static string ChooseACardToTrash { get { return ResourceManager.GetString("ChooseACardToTrash", resourceCulture); } } /// /// Looks up a localized string similar to Choose an Action card to play. /// internal static string ChooseActionPlay { get { return ResourceManager.GetString("ChooseActionPlay", resourceCulture); } } /// /// Looks up a localized string similar to Choose an Action card to play twice. /// internal static string ChooseActionPlay2x { get { return ResourceManager.GetString("ChooseActionPlay2x", resourceCulture); } } /// /// Looks up a localized string similar to Choose an Action card to play three times. /// internal static string ChooseActionPlay3x { get { return ResourceManager.GetString("ChooseActionPlay3x", resourceCulture); } } /// /// Looks up a localized string similar to Choose a card to Exile.. /// internal static string ChooseCardToExile { get { return ResourceManager.GetString("ChooseCardToExile", resourceCulture); } } /// /// Looks up a localized string similar to Choose a card to set aside. /// internal static string ChooseCardToSetAside { get { return ResourceManager.GetString("ChooseCardToSetAside", resourceCulture); } } /// /// Looks up a localized string similar to Choose a card to put onto your deck. /// internal static string ChooseCardToTopdeck { get { return ResourceManager.GetString("ChooseCardToTopdeck", resourceCulture); } } /// /// Looks up a localized string similar to Choose a card to discard. /// internal static string ChooseDiscard { get { return ResourceManager.GetString("ChooseDiscard", resourceCulture); } } /// /// Looks up a localized string similar to Choose cards to discard. /// internal static string ChooseDiscards { get { return ResourceManager.GetString("ChooseDiscards", resourceCulture); } } /// /// Looks up a localized string similar to How many of {card} do you want to Exile?. /// internal static string ChooseExileCount { get { return ResourceManager.GetString("ChooseExileCount", resourceCulture); } } /// /// Looks up a localized string similar to Choose one:. /// internal static string ChooseOne { get { return ResourceManager.GetString("ChooseOne", resourceCulture); } } /// /// Looks up a localized string similar to Choose order of cards to put back on your deck. /// internal static string ChooseOrderToTopdeck { get { return ResourceManager.GetString("ChooseOrderToTopdeck", resourceCulture); } } /// /// Looks up a localized string similar to Choose a Treasure card of {player} to trash. /// internal static string ChoosePlayerTreasureToTrash { get { return ResourceManager.GetString("ChoosePlayerTreasureToTrash", resourceCulture); } } /// /// Looks up a localized string similar to Choose a supply pile to put an Embargo token on. /// internal static string ChooseSupplyToEmbargo { get { return ResourceManager.GetString("ChooseSupplyToEmbargo", resourceCulture); } } /// /// Looks up a localized string similar to You may choose a card to trash. /// internal static string ChooseToTrashOptional { get { return ResourceManager.GetString("ChooseToTrashOptional", resourceCulture); } } /// /// Looks up a localized string similar to Choose a Treasure to discard.. /// internal static string ChooseTreasureDiscard { get { return ResourceManager.GetString("ChooseTreasureDiscard", resourceCulture); } } /// /// Looks up a localized string similar to Choose a Treasure card to play twice. /// internal static string ChooseTreasurePlay2x { get { return ResourceManager.GetString("ChooseTreasurePlay2x", resourceCulture); } } /// /// Looks up a localized string similar to Choose 2:. /// internal static string ChooseTwo { get { return ResourceManager.GetString("ChooseTwo", resourceCulture); } } /// /// Looks up a localized string similar to Cleaned Up. /// internal static string CleanedUp { get { return ResourceManager.GetString("CleanedUp", resourceCulture); } } /// /// Looks up a localized string similar to Specified ConstraintType not allowed for this constructor!. /// internal static string ConstraintTypeNotAllowed { get { return ResourceManager.GetString("ConstraintTypeNotAllowed", resourceCulture); } } /// /// Looks up a localized string similar to Gain a Gold, putting it on top of your deck.<nl/><nl/><i>(This is not in the Supply.)</i>. /// internal static string Cornucopia_BagOfGold_First_Text { get { return ResourceManager.GetString("Cornucopia_BagOfGold_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Bag of Gold. /// internal static string Cornucopia_BagOfGold_Name { get { return ResourceManager.GetString("Cornucopia_BagOfGold_Name", resourceCulture); } } /// /// Looks up a localized string similar to Gain a Gold onto your deck.<nl/><nl/><i>(This is not in the Supply.)</i>. /// internal static string Cornucopia_BagOfGold_Second_Text { get { return ResourceManager.GetString("Cornucopia_BagOfGold_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Diadem. /// internal static string Cornucopia_Diadem_Name { get { return ResourceManager.GetString("Cornucopia_Diadem_Name", resourceCulture); } } /// /// Looks up a localized string similar to When you play this, +<coin>1</coin> per unused Action you have (Action, not Action card).<nl/><nl/><i>(This is not in the Supply.)</i>. /// internal static string Cornucopia_Diadem_Text { get { return ResourceManager.GetString("Cornucopia_Diadem_Text", resourceCulture); } } /// /// Looks up a localized string similar to Worth <vp>2</vp> for every 5 differently named cards in your deck (rounded down).. /// internal static string Cornucopia_Fairgrounds_First_Text { get { return ResourceManager.GetString("Cornucopia_Fairgrounds_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Fairgrounds. /// internal static string Cornucopia_Fairgrounds_Name { get { return ResourceManager.GetString("Cornucopia_Fairgrounds_Name", resourceCulture); } } /// /// Looks up a localized string similar to Worth <vp>2</vp> per 5 differently named cards you have (round down).. /// internal static string Cornucopia_Fairgrounds_Second_Text { get { return ResourceManager.GetString("Cornucopia_Fairgrounds_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to 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.. /// internal static string Cornucopia_FarmingVillage_First_Text { get { return ResourceManager.GetString("Cornucopia_FarmingVillage_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Farming Village. /// internal static string Cornucopia_FarmingVillage_Name { get { return ResourceManager.GetString("Cornucopia_FarmingVillage_Name", resourceCulture); } } /// /// Looks up a localized string similar to Reveal cards from your deck until you reveal a Treasure or Action card. Put that card into your hand and discard the rest.. /// internal static string Cornucopia_FarmingVillage_Second_Text { get { return ResourceManager.GetString("Cornucopia_FarmingVillage_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Gain an Estate. Each other player gains a Curse and discards down to 3 cards in hand.<nl/><nl/><i>(This is not in the Supply.)</i>. /// internal static string Cornucopia_Followers_First_Text { get { return ResourceManager.GetString("Cornucopia_Followers_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Followers. /// internal static string Cornucopia_Followers_Name { get { return ResourceManager.GetString("Cornucopia_Followers_Name", resourceCulture); } } /// /// Looks up a localized string similar to Gain an Estate.<nl/>Each other player gains a Curse and discards down to 3 cards in hand.<nl/><nl/><i>(This is not in the Supply.)</i>. /// internal static string Cornucopia_Followers_Second_Text { get { return ResourceManager.GetString("Cornucopia_Followers_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to 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.. /// internal static string Cornucopia_FortuneTeller_First_Text { get { return ResourceManager.GetString("Cornucopia_FortuneTeller_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Fortune Teller. /// internal static string Cornucopia_FortuneTeller_Name { get { return ResourceManager.GetString("Cornucopia_FortuneTeller_Name", resourceCulture); } } /// /// Looks up a localized string similar to Each other player reveals cards from the top of their deck until they reveal a Victory card or a Curse. They put it on top and discard the rest.. /// internal static string Cornucopia_FortuneTeller_Second_Text { get { return ResourceManager.GetString("Cornucopia_FortuneTeller_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to You may discard a card; if you do, +1 Action.<nl/><nl/>You may discard a card; if you do, +1 Buy.. /// internal static string Cornucopia_Hamlet_First_Text { get { return ResourceManager.GetString("Cornucopia_Hamlet_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Hamlet. /// internal static string Cornucopia_Hamlet_Name { get { return ResourceManager.GetString("Cornucopia_Hamlet_Name", resourceCulture); } } /// /// Looks up a localized string similar to You may discard a card for <b>+1<nbsp/>Action</b>.<nl/>You may discard a card for <b>+1<nbsp/>Buy</b>.. /// internal static string Cornucopia_Hamlet_Second_Text { get { return ResourceManager.GetString("Cornucopia_Hamlet_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Harvest. /// internal static string Cornucopia_Harvest_Name { get { return ResourceManager.GetString("Cornucopia_Harvest_Name", resourceCulture); } } /// /// Looks up a localized string similar to Reveal the top 4 cards of your deck, then discard them. +<coin>1</coin> per differently named card revealed.. /// internal static string Cornucopia_Harvest_Text { get { return ResourceManager.GetString("Cornucopia_Harvest_Text", resourceCulture); } } /// /// Looks up a localized string similar to When you play this, gain a card costing up to <coin>1</coin> per differently named card you have in play, counting this. If it's a Victory card, trash this.. /// internal static string Cornucopia_HornOfPlenty_First_Text { get { return ResourceManager.GetString("Cornucopia_HornOfPlenty_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Horn of Plenty. /// internal static string Cornucopia_HornOfPlenty_Name { get { return ResourceManager.GetString("Cornucopia_HornOfPlenty_Name", resourceCulture); } } /// /// Looks up a localized string similar to When you play this, gain a card costing up to <coin>1</coin> per differently named card you have in play (counting this).<nl/>If it's a Victory card, trash this.. /// internal static string Cornucopia_HornOfPlenty_Second_Text { get { return ResourceManager.GetString("Cornucopia_HornOfPlenty_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to <br/>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.. /// internal static string Cornucopia_HorseTraders_First_Text { get { return ResourceManager.GetString("Cornucopia_HorseTraders_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Horse Traders. /// internal static string Cornucopia_HorseTraders_Name { get { return ResourceManager.GetString("Cornucopia_HorseTraders_Name", resourceCulture); } } /// /// Looks up a localized string similar to <br/>When another player plays an Attack card, you may first set this aside from your hand. If you do, then at the start of your next turn, <b>+1 Card</b> and return this to your hand.. /// internal static string Cornucopia_HorseTraders_Second_Text { get { return ResourceManager.GetString("Cornucopia_HorseTraders_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to 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.. /// internal static string Cornucopia_HuntingParty_First_Text { get { return ResourceManager.GetString("Cornucopia_HuntingParty_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Hunting Party. /// internal static string Cornucopia_HuntingParty_Name { get { return ResourceManager.GetString("Cornucopia_HuntingParty_Name", resourceCulture); } } /// /// Looks up a localized string similar to Reveal your hand. Reveal cards from your deck until you reveal one that isn't a copy of one in your hand. Put it into your hand and discard the rest.. /// internal static string Cornucopia_HuntingParty_Second_Text { get { return ResourceManager.GetString("Cornucopia_HuntingParty_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Each other player discards the top card of his deck. If it's a Victory card he gains a Curse. Otherwise either he gains a copy of the discarded card or you do, your choice.. /// internal static string Cornucopia_Jester_First_Text { get { return ResourceManager.GetString("Cornucopia_Jester_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Jester. /// internal static string Cornucopia_Jester_Name { get { return ResourceManager.GetString("Cornucopia_Jester_Name", resourceCulture); } } /// /// Looks up a localized string similar to Each other player discards the top card of their deck. If it's a Victory card they gain a Curse; otherwise they gain a copy of the discarded card or you do, your choice.. /// internal static string Cornucopia_Jester_Second_Text { get { return ResourceManager.GetString("Cornucopia_Jester_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Reveal your hand.<nl/>If there are no duplicate cards in it, +3 Cards.<nl/>Otherwise, +1 Card. /// internal static string Cornucopia_Menagerie_First_Text { get { return ResourceManager.GetString("Cornucopia_Menagerie_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Menagerie. /// internal static string Cornucopia_Menagerie_Name { get { return ResourceManager.GetString("Cornucopia_Menagerie_Name", resourceCulture); } } /// /// Looks up a localized string similar to Reveal your hand.<nl/>If the revealed cards all have different names, <b>+3 Cards</b>.<nl/>Otherwise, <b>+1 Card</b>.. /// internal static string Cornucopia_Menagerie_Second_Text { get { return ResourceManager.GetString("Cornucopia_Menagerie_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Princess. /// internal static string Cornucopia_Princess_Name { get { return ResourceManager.GetString("Cornucopia_Princess_Name", resourceCulture); } } /// /// Looks up a localized string similar to While this is in play, cards cost <coin>2</coin> less, but not less than <coin>0</coin>.<nl/><nl/><i>(This is not in the Supply.)</i>. /// internal static string Cornucopia_Princess_Text { get { return ResourceManager.GetString("Cornucopia_Princess_Text", resourceCulture); } } /// /// Looks up a localized string similar to Prize Supply. /// internal static string Cornucopia_PrizeSupply_Name { get { return ResourceManager.GetString("Cornucopia_PrizeSupply_Name", resourceCulture); } } /// /// Looks up a localized string similar to Do this twice. Trash a card from your hand, then gain a card costing exactly <coin>1</coin> more than the trashed card.. /// internal static string Cornucopia_Remake_First_Text { get { return ResourceManager.GetString("Cornucopia_Remake_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Remake. /// internal static string Cornucopia_Remake_Name { get { return ResourceManager.GetString("Cornucopia_Remake_Name", resourceCulture); } } /// /// Looks up a localized string similar to Do this twice: Trash a card from your hand, then gain a card costing exactly <coin>1</coin> more than it.. /// internal static string Cornucopia_Remake_Second_Text { get { return ResourceManager.GetString("Cornucopia_Remake_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Each player may reveal a Province from his hand.<nl/>If you do, discard it and gain a Prize (from the Prize pile) or a Duchy, putting it on top of your deck.<nl/>If no-one else does, +1 Card +<coin>1</coin>.. /// internal static string Cornucopia_Tournament_First_Text { get { return ResourceManager.GetString("Cornucopia_Tournament_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Tournament. /// internal static string Cornucopia_Tournament_Name { get { return ResourceManager.GetString("Cornucopia_Tournament_Name", resourceCulture); } } /// /// Looks up a localized string similar to Each player may reveal a Province from their hand. If you do, discard it and gain any Prize (from the Prize pile) or a Duchy, onto your deck. If no-one else does, <b>+1 Card</b> and<nl/><b>+</b><coin>1</coin>.. /// internal static string Cornucopia_Tournament_Second_Text { get { return ResourceManager.GetString("Cornucopia_Tournament_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Choose two: +2<nbsp/>Cards; +2<nbsp/>Actions;<nl/>+<coin>2</coin>; or gain 4 Silvers and put your deck into your discard pile.<nl/>(The choices must be different.)<nl/><nl/><i>(This is not in the Supply.)</i>. /// internal static string Cornucopia_TrustySteed_First_Text { get { return ResourceManager.GetString("Cornucopia_TrustySteed_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Trusty Steed. /// internal static string Cornucopia_TrustySteed_Name { get { return ResourceManager.GetString("Cornucopia_TrustySteed_Name", resourceCulture); } } /// /// Looks up a localized string similar to Choose two: <b>+2<nbsp/>Cards</b>; or <b>+2<nbsp/>Actions</b>; or <b>+</b><coin>2</coin>; or gain 4 Silvers and put your deck into your discard pile. The choices must be different.<nl/><nl/><i>(This is not in the Supply.)</i>. /// internal static string Cornucopia_TrustySteed_Second_Text { get { return ResourceManager.GetString("Cornucopia_TrustySteed_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Discard 2 cards. Each other player may reveal a Bane card from his hand. If he doesn't, he gains a Curse.<br/>Setup: Add an extra Kingdom card pile costing <coin>2</coin> or <coin>3</coin> to the Supply. Cards from that pile are Bane cards.. /// internal static string Cornucopia_YoungWitch_First_Text { get { return ResourceManager.GetString("Cornucopia_YoungWitch_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Young Witch. /// internal static string Cornucopia_YoungWitch_Name { get { return ResourceManager.GetString("Cornucopia_YoungWitch_Name", resourceCulture); } } /// /// Looks up a localized string similar to Discard 2 cards. Each other player may reveal a Bane card from their hand; if they don't, they gain a Curse.<br/>Setup: Add an extra Kingdom card pile costing <coin>2</coin> or <coin>3</coin> to the Supply. Cards from that pile are Bane cards.. /// internal static string Cornucopia_YoungWitch_Second_Text { get { return ResourceManager.GetString("Cornucopia_YoungWitch_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Abandoned Mine. /// internal static string DarkAges_AbandonedMine_Name { get { return ResourceManager.GetString("DarkAges_AbandonedMine_Name", resourceCulture); } } /// /// Looks up a localized string similar to Altar. /// internal static string DarkAges_Altar_Name { get { return ResourceManager.GetString("DarkAges_Altar_Name", resourceCulture); } } /// /// Looks up a localized string similar to Trash a card from your hand.<nl/>Gain a card costing up to <coin>5</coin>.. /// internal static string DarkAges_Altar_Text { get { return ResourceManager.GetString("DarkAges_Altar_Text", resourceCulture); } } /// /// Looks up a localized string similar to Gain a card costing up to <coin>4</coin>, putting it on top of your deck.. /// internal static string DarkAges_Armory_First_Text { get { return ResourceManager.GetString("DarkAges_Armory_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Armory. /// internal static string DarkAges_Armory_Name { get { return ResourceManager.GetString("DarkAges_Armory_Name", resourceCulture); } } /// /// Looks up a localized string similar to Gain a card onto your deck costing up to <coin>4</coin>.. /// internal static string DarkAges_Armory_Second_Text { get { return ResourceManager.GetString("DarkAges_Armory_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Bandit Camp. /// internal static string DarkAges_BanditCamp_Name { get { return ResourceManager.GetString("DarkAges_BanditCamp_Name", resourceCulture); } } /// /// Looks up a localized string similar to <nl/>Gain a Spoils from the Spoils pile.. /// internal static string DarkAges_BanditCamp_Text { get { return ResourceManager.GetString("DarkAges_BanditCamp_Text", resourceCulture); } } /// /// Looks up a localized string similar to Play a non-Command Action card from the Supply that costs less than this, leaving it there.. /// internal static string DarkAges_BandOfMisfits_Errata2019_Text { get { return ResourceManager.GetString("DarkAges_BandOfMisfits_Errata2019_Text", resourceCulture); } } /// /// Looks up a localized string similar to Play this as if it were an Action card in the Supply costing less than it that you choose.<nl/>This is that card until it leaves play.. /// internal static string DarkAges_BandOfMisfits_First_Text { get { return ResourceManager.GetString("DarkAges_BandOfMisfits_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Band of Misfits. /// internal static string DarkAges_BandOfMisfits_Name { get { return ResourceManager.GetString("DarkAges_BandOfMisfits_Name", resourceCulture); } } /// /// Looks up a localized string similar to Play this as if it were a cheaper Action card in the Supply. This is that card until it leaves play.. /// internal static string DarkAges_BandOfMisfits_Second_Text { get { return ResourceManager.GetString("DarkAges_BandOfMisfits_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Gain 3 Coppers, putting them into your hand.<br/>When another player plays an Attack card, you may discard this. If you do, gain two Silvers, putting one on top of your deck.. /// internal static string DarkAges_Beggar_First_Text { get { return ResourceManager.GetString("DarkAges_Beggar_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Beggar. /// internal static string DarkAges_Beggar_Name { get { return ResourceManager.GetString("DarkAges_Beggar_Name", resourceCulture); } } /// /// Looks up a localized string similar to Gain 3 Coppers to your hand.<br/>When another player plays an Attack card, you may first discard this to gain 2 Silvers, putting one onto your deck.. /// internal static string DarkAges_Beggar_Second_Text { get { return ResourceManager.GetString("DarkAges_Beggar_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Look at the top 3 cards of your deck. Choose one: Put them into your hand; or discard them and +3 Cards.<br/>When you trash this, gain a cheaper card.. /// internal static string DarkAges_Catacombs_First_Text { get { return ResourceManager.GetString("DarkAges_Catacombs_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Catacombs. /// internal static string DarkAges_Catacombs_Name { get { return ResourceManager.GetString("DarkAges_Catacombs_Name", resourceCulture); } } /// /// Looks up a localized string similar to Look at the top 3 cards of your deck. Choose one: Put them into your hand; or discard them and <b>+3<nbsp/>Cards</b>.<br/>When you trash this, gain a cheaper card.. /// internal static string DarkAges_Catacombs_Second_Text { get { return ResourceManager.GetString("DarkAges_Catacombs_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Choose one: Discard 2 cards; or put a card from your hand on top of your deck; or gain a Copper.<nl/><nl/>Choose one: +<coin>3</coin>; or trash your hand; or gain a Duchy.. /// internal static string DarkAges_Count_First_Text { get { return ResourceManager.GetString("DarkAges_Count_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Count. /// internal static string DarkAges_Count_Name { get { return ResourceManager.GetString("DarkAges_Count_Name", resourceCulture); } } /// /// Looks up a localized string similar to Choose one: Discard 2 cards; or put a card from your hand onto your deck; or gain a Copper.<nl/><nl/>Choose one: +<coin>3</coin>; or trash your hand; or gain a Duchy.. /// internal static string DarkAges_Count_Second_Text { get { return ResourceManager.GetString("DarkAges_Count_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Counterfeit. /// internal static string DarkAges_Counterfeit_Name { get { return ResourceManager.GetString("DarkAges_Counterfeit_Name", resourceCulture); } } /// /// Looks up a localized string similar to When you play this, you may play a Treasure from your hand twice. If you do, trash that Treasure.. /// internal static string DarkAges_Counterfeit_Text { get { return ResourceManager.GetString("DarkAges_Counterfeit_Text", resourceCulture); } } /// /// Looks up a localized string similar to Each other player gains a Ruins. You may play a Cultist from your hand.<br/>When you trash this, +3 Cards.. /// internal static string DarkAges_Cultist_First_Text { get { return ResourceManager.GetString("DarkAges_Cultist_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Cultist. /// internal static string DarkAges_Cultist_Name { get { return ResourceManager.GetString("DarkAges_Cultist_Name", resourceCulture); } } /// /// Looks up a localized string similar to Each other player gains a Ruins. You may play a Cultist from your hand.<br/>When you trash this, <b>+3<nbsp/>Cards</b>.. /// internal static string DarkAges_Cultist_Second_Text { get { return ResourceManager.GetString("DarkAges_Cultist_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to You may trash up to 2 cards from your hand.<nl/>Each other player reveals the top 2 cards of his deck, trashes one of them costing from <coin>3</coin> to <coin>6</coin>, and discards the rest. If a Knight is trashed by this, trash this card.. /// internal static string DarkAges_DameAnna_First_Text { get { return ResourceManager.GetString("DarkAges_DameAnna_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Dame Anna. /// internal static string DarkAges_DameAnna_Name { get { return ResourceManager.GetString("DarkAges_DameAnna_Name", resourceCulture); } } /// /// Looks up a localized string similar to You may trash up to 2 cards from your hand. Each other player reveals the top 2 cards of their deck, trashes one of them costing from <coin>3</coin> to <coin>6</coin>, and discards the rest. If a Knight is trashed by this, trash this.. /// internal static string DarkAges_DameAnna_Second_Text { get { return ResourceManager.GetString("DarkAges_DameAnna_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Each other player reveals the top 2 cards of his deck, trashes one of them costing from <coin>3</coin> to <coin>6</coin>, and discards the rest. If a Knight is trashed by this, trash this card.. /// internal static string DarkAges_DameJosephine_First_Text { get { return ResourceManager.GetString("DarkAges_DameJosephine_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Dame Josephine. /// internal static string DarkAges_DameJosephine_Name { get { return ResourceManager.GetString("DarkAges_DameJosephine_Name", resourceCulture); } } /// /// Looks up a localized string similar to Each other player reveals the top 2 cards of their deck, trashes one of them costing from <coin>3</coin> to <coin>6</coin>, and discards the rest. If a Knight is trashed by this, trash this.. /// internal static string DarkAges_DameJosephine_Second_Text { get { return ResourceManager.GetString("DarkAges_DameJosephine_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Each other player reveals the top 2 cards of his deck, trashes one of them costing from <coin>3</coin> to <coin>6</coin>, and discards the rest. If a Knight is trashed by this, trash this card.. /// internal static string DarkAges_DameMolly_First_Text { get { return ResourceManager.GetString("DarkAges_DameMolly_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Dame Molly. /// internal static string DarkAges_DameMolly_Name { get { return ResourceManager.GetString("DarkAges_DameMolly_Name", resourceCulture); } } /// /// Looks up a localized string similar to Each other player reveals the top 2 cards of their deck, trashes one of them costing from <coin>3</coin> to <coin>6</coin>, and discards the rest. If a Knight is trashed by this, trash this.. /// internal static string DarkAges_DameMolly_Second_Text { get { return ResourceManager.GetString("DarkAges_DameMolly_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to You may gain a card costing up to <coin>3</coin>.<nl/>Each other player reveals the top 2 cards of his deck, trashes one of them costing from <coin>3</coin> to <coin>6</coin>, and discards the rest. If a Knight is trashed by this, trash this card.. /// internal static string DarkAges_DameNatalie_First_Text { get { return ResourceManager.GetString("DarkAges_DameNatalie_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Dame Natalie. /// internal static string DarkAges_DameNatalie_Name { get { return ResourceManager.GetString("DarkAges_DameNatalie_Name", resourceCulture); } } /// /// Looks up a localized string similar to You may gain a card costing up to <coin>3</coin>. Each other player reveals the top 2 cards of their deck, trashes one of them costing from <coin>3</coin> to <coin>6</coin>, and discards the rest. If a Knight is trashed by this, trash this.. /// internal static string DarkAges_DameNatalie_Second_Text { get { return ResourceManager.GetString("DarkAges_DameNatalie_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Each other player reveals the top 2 cards of his deck, trashes one of them costing from <coin>3</coin> to <coin>6</coin>, and discards the rest. If a Knight is trashed by this, trash this card.. /// internal static string DarkAges_DameSylvia_First_Text { get { return ResourceManager.GetString("DarkAges_DameSylvia_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Dame Sylvia. /// internal static string DarkAges_DameSylvia_Name { get { return ResourceManager.GetString("DarkAges_DameSylvia_Name", resourceCulture); } } /// /// Looks up a localized string similar to Each other player reveals the top 2 cards of their deck, trashes one of them costing from <coin>3</coin> to <coin>6</coin>, and discards the rest. If a Knight is trashed by this, trash this.. /// internal static string DarkAges_DameSylvia_Second_Text { get { return ResourceManager.GetString("DarkAges_DameSylvia_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to You may trash this or an Action card from your hand, for +<coin>5</coin>.<br/>When you gain this, gain 2 Ruins.. /// internal static string DarkAges_DeathCart_Errata2019_Text { get { return ResourceManager.GetString("DarkAges_DeathCart_Errata2019_Text", resourceCulture); } } /// /// Looks up a localized string similar to Death Cart. /// internal static string DarkAges_DeathCart_Name { get { return ResourceManager.GetString("DarkAges_DeathCart_Name", resourceCulture); } } /// /// Looks up a localized string similar to You may trash an Action card from your hand. If you don't, trash this.<br/>When you gain this, gain 2 Ruins.. /// internal static string DarkAges_DeathCart_Text { get { return ResourceManager.GetString("DarkAges_DeathCart_Text", resourceCulture); } } /// /// Looks up a localized string similar to Worth <vp>1</vp> for every 3 Silvers in your deck (rounded down).<br/>When you trash this, gain 3 Silvers.. /// internal static string DarkAges_Feodum_First_Text { get { return ResourceManager.GetString("DarkAges_Feodum_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Feodum. /// internal static string DarkAges_Feodum_Name { get { return ResourceManager.GetString("DarkAges_Feodum_Name", resourceCulture); } } /// /// Looks up a localized string similar to Worth <vp>1</vp> per 3 Silvers you have (round down).<br/>When you trash this, gain 3 Silvers.. /// internal static string DarkAges_Feodum_Second_Text { get { return ResourceManager.GetString("DarkAges_Feodum_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to <nl/>Trash a card from your hand.<nl/>+<coin>1</coin> per differently named Treasure in the trash.. /// internal static string DarkAges_Forager_First_Text { get { return ResourceManager.GetString("DarkAges_Forager_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Forager. /// internal static string DarkAges_Forager_Name { get { return ResourceManager.GetString("DarkAges_Forager_Name", resourceCulture); } } /// /// Looks up a localized string similar to <nl/>Trash a card from your hand, then <nl/>+<coin>1</coin> per differently named Treasure in the trash.. /// internal static string DarkAges_Forager_Second_Text { get { return ResourceManager.GetString("DarkAges_Forager_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Fortress. /// internal static string DarkAges_Fortress_Name { get { return ResourceManager.GetString("DarkAges_Fortress_Name", resourceCulture); } } /// /// Looks up a localized string similar to <br/>When you trash this, put it into your hand.. /// internal static string DarkAges_Fortress_Text { get { return ResourceManager.GetString("DarkAges_Fortress_Text", resourceCulture); } } /// /// Looks up a localized string similar to Choose one: Gain a card from the trash costing from <coin>3</coin> to <coin>6</coin>, putting it on top of your deck; or trash an Action card from your hand and gain a card costing up to <coin>3</coin> more than it.. /// internal static string DarkAges_Graverobber_First_Text { get { return ResourceManager.GetString("DarkAges_Graverobber_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Graverobber. /// internal static string DarkAges_Graverobber_Name { get { return ResourceManager.GetString("DarkAges_Graverobber_Name", resourceCulture); } } /// /// Looks up a localized string similar to Choose one: Gain a card from the trash costing from <coin>3</coin> to <coin>6</coin>, onto your deck; or trash an Action card from your hand and gain a card costing up to <coin>3</coin> more than it.. /// internal static string DarkAges_Graverobber_Second_Text { get { return ResourceManager.GetString("DarkAges_Graverobber_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to 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 <coin>3</coin>.<br/>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.. /// internal static string DarkAges_Hermit_First_Text { get { return ResourceManager.GetString("DarkAges_Hermit_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Hermit. /// internal static string DarkAges_Hermit_Name { get { return ResourceManager.GetString("DarkAges_Hermit_Name", resourceCulture); } } /// /// Looks up a localized string similar to Look through your discard pile. You may trash a non-Treasure card from your discard pile or hand. Gain a card costing up to <coin>3</coin>.<br/>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.. /// internal static string DarkAges_Hermit_Second_Text { get { return ResourceManager.GetString("DarkAges_Hermit_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Hovel. /// internal static string DarkAges_Hovel_Name { get { return ResourceManager.GetString("DarkAges_Hovel_Name", resourceCulture); } } /// /// Looks up a localized string similar to When you buy a Victory card, you may trash this from your hand.. /// internal static string DarkAges_Hovel_Text { get { return ResourceManager.GetString("DarkAges_Hovel_Text", resourceCulture); } } /// /// Looks up a localized string similar to Hunting Grounds. /// internal static string DarkAges_HuntingGrounds_Name { get { return ResourceManager.GetString("DarkAges_HuntingGrounds_Name", resourceCulture); } } /// /// Looks up a localized string similar to <br/>When you trash this, gain a Duchy or 3 Estates.. /// internal static string DarkAges_HuntingGrounds_Text { get { return ResourceManager.GetString("DarkAges_HuntingGrounds_Text", resourceCulture); } } /// /// Looks up a localized string similar to Reveal the top card of your deck;<nl/>you may discard it.<nl/>Either way, if it is an...<nl/>Action card, +1 Action<nl/>Treasure card, +<coin>1</coin><nl/>Victory card, +1 Card. /// internal static string DarkAges_Ironmonger_First_Text { get { return ResourceManager.GetString("DarkAges_Ironmonger_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Ironmonger. /// internal static string DarkAges_Ironmonger_Name { get { return ResourceManager.GetString("DarkAges_Ironmonger_Name", resourceCulture); } } /// /// Looks up a localized string similar to Reveal the top card of your deck; you may discard it. Either way, if it is an...<nl/>Action card, <b>+1<nbsp/>Action</b><nl/>Treasure card, <b>+</b><coin>1</coin><nl/>Victory card, <b>+1<nbsp/>Card</b>. /// internal static string DarkAges_Ironmonger_Second_Text { get { return ResourceManager.GetString("DarkAges_Ironmonger_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Junk Dealer. /// internal static string DarkAges_JunkDealer_Name { get { return ResourceManager.GetString("DarkAges_JunkDealer_Name", resourceCulture); } } /// /// Looks up a localized string similar to <nl/>Trash a card from your hand.. /// internal static string DarkAges_JunkDealer_Text { get { return ResourceManager.GetString("DarkAges_JunkDealer_Text", resourceCulture); } } /// /// Looks up a localized string similar to Shuffle the Knight pile before each game with it. Keep it face down except for the top card, which is the only one that can be bought or gained.. /// internal static string DarkAges_Knights_First_Text { get { return ResourceManager.GetString("DarkAges_Knights_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Knights. /// internal static string DarkAges_Knights_Name { get { return ResourceManager.GetString("DarkAges_Knights_Name", resourceCulture); } } /// /// Looks up a localized string similar to Shuffle the Knight pile before each game with it. Keep it face down except for the top card, which is the only one that can be bought or gained.. /// internal static string DarkAges_Knights_Second_Text { get { return ResourceManager.GetString("DarkAges_Knights_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to <nl/>Return this to the Madman pile. If you do, +1 Card per card in your hand.<nl/><i>(This is not in the Supply.)</i>. /// internal static string DarkAges_Madman_First_Text { get { return ResourceManager.GetString("DarkAges_Madman_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Madman. /// internal static string DarkAges_Madman_Name { get { return ResourceManager.GetString("DarkAges_Madman_Name", resourceCulture); } } /// /// Looks up a localized string similar to <nl/>Return this to the Madman pile. If you do, <b>+1<nbsp/>Card</b> per card in your hand.<nl/><i>(This is not in the Supply.)</i>. /// internal static string DarkAges_Madman_Second_Text { get { return ResourceManager.GetString("DarkAges_Madman_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Marauder. /// internal static string DarkAges_Marauder_Name { get { return ResourceManager.GetString("DarkAges_Marauder_Name", resourceCulture); } } /// /// Looks up a localized string similar to Gain a Spoils from the Spoils pile.<nl/>Each other player gains a Ruins.. /// internal static string DarkAges_Marauder_Text { get { return ResourceManager.GetString("DarkAges_Marauder_Text", resourceCulture); } } /// /// Looks up a localized string similar to <br/>When one of your cards is trashed, you may discard this from your hand. If you do, gain a Gold.. /// internal static string DarkAges_MarketSquare_First_Text { get { return ResourceManager.GetString("DarkAges_MarketSquare_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Market Square. /// internal static string DarkAges_MarketSquare_Name { get { return ResourceManager.GetString("DarkAges_MarketSquare_Name", resourceCulture); } } /// /// Looks up a localized string similar to <br/>When one of your cards is trashed, you may discard this from your hand to gain a Gold.. /// internal static string DarkAges_MarketSquare_Second_Text { get { return ResourceManager.GetString("DarkAges_MarketSquare_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to You may trash 2 cards from your hand.<nl/>If you do, +2 Cards, +<coin>2</coin>, and each other player discards down to 3 cards in hand.<nl/><i>(This is not in the Supply.)</i>. /// internal static string DarkAges_Mercenary_First_Text { get { return ResourceManager.GetString("DarkAges_Mercenary_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Mercenary. /// internal static string DarkAges_Mercenary_Name { get { return ResourceManager.GetString("DarkAges_Mercenary_Name", resourceCulture); } } /// /// Looks up a localized string similar to You may trash 2 cards from your hand. If you did, <b>+2<nbsp/>Cards</b>, <b>+</b><coin>2</coin>, and each other player discards down to 3 cards in hand.<nl/><i>(This is not in the Supply.)</i>. /// internal static string DarkAges_Mercenary_Second_Text { get { return ResourceManager.GetString("DarkAges_Mercenary_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to <nl/>Name a card.<nl/>Reveal the top card of your deck.<nl/>If it's the named card, put it into your hand.. /// internal static string DarkAges_Mystic_First_Text { get { return ResourceManager.GetString("DarkAges_Mystic_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Mystic. /// internal static string DarkAges_Mystic_Name { get { return ResourceManager.GetString("DarkAges_Mystic_Name", resourceCulture); } } /// /// Looks up a localized string similar to Name a card, then reveal the top card of your deck. If you named it, put it into your hand.. /// internal static string DarkAges_Mystic_Second_Text { get { return ResourceManager.GetString("DarkAges_Mystic_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Necropolis. /// internal static string DarkAges_Necropolis_Name { get { return ResourceManager.GetString("DarkAges_Necropolis_Name", resourceCulture); } } /// /// Looks up a localized string similar to <br/>When you trash this, +1 Card. /// internal static string DarkAges_OvergrownEstate_First_Text { get { return ResourceManager.GetString("DarkAges_OvergrownEstate_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Overgrown Estate. /// internal static string DarkAges_OvergrownEstate_Name { get { return ResourceManager.GetString("DarkAges_OvergrownEstate_Name", resourceCulture); } } /// /// Looks up a localized string similar to <br/>When you trash this, <b>+1<nbsp/>Card</b>.. /// internal static string DarkAges_OvergrownEstate_Second_Text { get { return ResourceManager.GetString("DarkAges_OvergrownEstate_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Trash this. If you did, gain 2 Spoils, and each other player with 5 or more cards in hand reveals their hand and discards a card that you choose.. /// internal static string DarkAges_Pillage_Errata2019_Text { get { return ResourceManager.GetString("DarkAges_Pillage_Errata2019_Text", resourceCulture); } } /// /// Looks up a localized string similar to Trash this. Each other player with 5 or more cards in hand reveals his hand and discards a card you choose.<nl/>Gain 2 Spoils from the Spoils pile.. /// internal static string DarkAges_Pillage_First_Text { get { return ResourceManager.GetString("DarkAges_Pillage_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Pillage. /// internal static string DarkAges_Pillage_Name { get { return ResourceManager.GetString("DarkAges_Pillage_Name", resourceCulture); } } /// /// Looks up a localized string similar to Trash this. Each other player with 5 or more cards in hand reveals their hand and discards a card you choose. Gain 2 Spoils from the Spoils pile.. /// internal static string DarkAges_Pillage_Second_Text { get { return ResourceManager.GetString("DarkAges_Pillage_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to <nl/>Reveal your hand. -<coin>1</coin> per Treasure card in your hand, to a minimum of <coin>0</coin>.. /// internal static string DarkAges_PoorHouse_First_Text { get { return ResourceManager.GetString("DarkAges_PoorHouse_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Poor House. /// internal static string DarkAges_PoorHouse_Name { get { return ResourceManager.GetString("DarkAges_PoorHouse_Name", resourceCulture); } } /// /// Looks up a localized string similar to <nl/>Reveal your hand. <b>-</b><coin>1</coin> per Treasure card in your hand.<nl/>(You can't go below <coin>0</coin>.). /// internal static string DarkAges_PoorHouse_Second_Text { get { return ResourceManager.GetString("DarkAges_PoorHouse_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to You may play a non-Duration Action card from your hand twice. Trash it. Gain an Action card costing exactly <coin>1</coin> more than it.. /// internal static string DarkAges_Procession_Errata2019_Text { get { return ResourceManager.GetString("DarkAges_Procession_Errata2019_Text", resourceCulture); } } /// /// Looks up a localized string similar to Procession. /// internal static string DarkAges_Procession_Name { get { return ResourceManager.GetString("DarkAges_Procession_Name", resourceCulture); } } /// /// Looks up a localized string similar to You may play an Action card from your hand twice. Trash it. Gain an Action card costing exactly <coin>1</coin> more than it.. /// internal static string DarkAges_Procession_Text { get { return ResourceManager.GetString("DarkAges_Procession_Text", resourceCulture); } } /// /// Looks up a localized string similar to Gain a Rats. Trash a card from your hand other than a Rats (or reveal a hand of all Rats).<br/>When you trash this, +1 Card.. /// internal static string DarkAges_Rats_First_Text { get { return ResourceManager.GetString("DarkAges_Rats_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Rats. /// internal static string DarkAges_Rats_Name { get { return ResourceManager.GetString("DarkAges_Rats_Name", resourceCulture); } } /// /// Looks up a localized string similar to Gain a Rats. Trash a card from your hand other than a Rats (or reveal a hand of all Rats).<br/>When you trash this, <b>+1<nbsp/>Card</b>.. /// internal static string DarkAges_Rats_Second_Text { get { return ResourceManager.GetString("DarkAges_Rats_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to <nl/>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 <coin>3</coin> more than it.. /// internal static string DarkAges_Rebuild_First_Text { get { return ResourceManager.GetString("DarkAges_Rebuild_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Rebuild. /// internal static string DarkAges_Rebuild_Name { get { return ResourceManager.GetString("DarkAges_Rebuild_Name", resourceCulture); } } /// /// Looks up a localized string similar to <nl/>Name a card. Reveal cards from your deck until you reveal a Victory card you did not name. Discard the rest, trash the Victory card, and gain a Victory card costing up to <coin>3</coin> more than it.. /// internal static string DarkAges_Rebuild_Second_Text { get { return ResourceManager.GetString("DarkAges_Rebuild_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to If there are any cards in the trash costing from <coin>3</coin> to <coin>6</coin>, gain one of them. Otherwise, each other player reveals the top 2 cards of his deck, trashes one of them costing from <coin>3</coin> to <coin>6</coin>, and discards the rest.. /// internal static string DarkAges_Rogue_First_Text { get { return ResourceManager.GetString("DarkAges_Rogue_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Rogue. /// internal static string DarkAges_Rogue_Name { get { return ResourceManager.GetString("DarkAges_Rogue_Name", resourceCulture); } } /// /// Looks up a localized string similar to If there are any cards in the trash costing from <coin>3</coin> to <coin>6</coin>, gain one of them. Otherwise, each other player reveals the top 2 cards of their deck, trashes one of them costing from <coin>3</coin> to <coin>6</coin>, and discards the rest.. /// internal static string DarkAges_Rogue_Second_Text { get { return ResourceManager.GetString("DarkAges_Rogue_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Ruined Library. /// internal static string DarkAges_RuinedLibrary_Name { get { return ResourceManager.GetString("DarkAges_RuinedLibrary_Name", resourceCulture); } } /// /// Looks up a localized string similar to Ruined Market. /// internal static string DarkAges_RuinedMarket_Name { get { return ResourceManager.GetString("DarkAges_RuinedMarket_Name", resourceCulture); } } /// /// Looks up a localized string similar to Ruined Village. /// internal static string DarkAges_RuinedVillage_Name { get { return ResourceManager.GetString("DarkAges_RuinedVillage_Name", resourceCulture); } } /// /// Looks up a localized string similar to Ruins. /// internal static string DarkAges_RuinsSupply_Name { get { return ResourceManager.GetString("DarkAges_RuinsSupply_Name", resourceCulture); } } /// /// Looks up a localized string similar to Sage. /// internal static string DarkAges_Sage_Name { get { return ResourceManager.GetString("DarkAges_Sage_Name", resourceCulture); } } /// /// Looks up a localized string similar to <nl/>Reveal cards from the top of your deck until you reveal one costing <coin>3</coin> or more. Put that card into your hand and discard the rest.. /// internal static string DarkAges_Sage_Text { get { return ResourceManager.GetString("DarkAges_Sage_Text", resourceCulture); } } /// /// Looks up a localized string similar to <nl/>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.. /// internal static string DarkAges_Scavenger_First_Text { get { return ResourceManager.GetString("DarkAges_Scavenger_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Scavenger. /// internal static string DarkAges_Scavenger_Name { get { return ResourceManager.GetString("DarkAges_Scavenger_Name", resourceCulture); } } /// /// Looks up a localized string similar to <nl/>You may put your deck into your discard pile. Look through your discard pile and put one card from it onto your deck.. /// internal static string DarkAges_Scavenger_Second_Text { get { return ResourceManager.GetString("DarkAges_Scavenger_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Shelters. /// internal static string DarkAges_Shelters_Name { get { return ResourceManager.GetString("DarkAges_Shelters_Name", resourceCulture); } } /// /// Looks up a localized string similar to Each other player reveals the top 2 cards of his deck, trashes one of them costing from <coin>3</coin> to <coin>6</coin>, and discards the rest. If a Knight is trashed by this, trash this card.. /// internal static string DarkAges_SirBailey_First_Text { get { return ResourceManager.GetString("DarkAges_SirBailey_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Sir Bailey. /// internal static string DarkAges_SirBailey_Name { get { return ResourceManager.GetString("DarkAges_SirBailey_Name", resourceCulture); } } /// /// Looks up a localized string similar to Each other player reveals the top 2 cards of their deck, trashes one of them costing from <coin>3</coin> to <coin>6</coin>, and discards the rest. If a Knight is trashed by this, trash this.. /// internal static string DarkAges_SirBailey_Second_Text { get { return ResourceManager.GetString("DarkAges_SirBailey_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Each other player reveals the top 2 cards of his deck, trashes one of them costing from <coin>3</coin> to <coin>6</coin>, and discards the rest. If a Knight is trashed by this, trash this card.. /// internal static string DarkAges_SirDestry_First_Text { get { return ResourceManager.GetString("DarkAges_SirDestry_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Sir Destry. /// internal static string DarkAges_SirDestry_Name { get { return ResourceManager.GetString("DarkAges_SirDestry_Name", resourceCulture); } } /// /// Looks up a localized string similar to Each other player reveals the top 2 cards of their deck, trashes one of them costing from <coin>3</coin> to <coin>6</coin>, and discards the rest. If a Knight is trashed by this, trash this.. /// internal static string DarkAges_SirDestry_Second_Text { get { return ResourceManager.GetString("DarkAges_SirDestry_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Each other player reveals the top 2 cards of his deck, trashes one of them costing from <coin>3</coin> to <coin>6</coin>, and discards the rest. If a Knight is trashed by this, trash this card.. /// internal static string DarkAges_SirMartin_First_Text { get { return ResourceManager.GetString("DarkAges_SirMartin_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Sir Martin. /// internal static string DarkAges_SirMartin_Name { get { return ResourceManager.GetString("DarkAges_SirMartin_Name", resourceCulture); } } /// /// Looks up a localized string similar to Each other player reveals the top 2 cards of their deck, trashes one of them costing from <coin>3</coin> to <coin>6</coin>, and discards the rest. If a Knight is trashed by this, trash this.. /// internal static string DarkAges_SirMartin_Second_Text { get { return ResourceManager.GetString("DarkAges_SirMartin_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Each other player discards down to 3 cards in hand.<nl/>Each other player reveals the top 2 cards of his deck, trashes one of them costing from <coin>3</coin> to <coin>6</coin>, and discards the rest. If a Knight is trashed by this, trash this card.. /// internal static string DarkAges_SirMichael_First_Text { get { return ResourceManager.GetString("DarkAges_SirMichael_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Sir Michael. /// internal static string DarkAges_SirMichael_Name { get { return ResourceManager.GetString("DarkAges_SirMichael_Name", resourceCulture); } } /// /// Looks up a localized string similar to Each other player discards down to 3 cards in hand. Each other player reveals the top 2 cards of their deck, trashes one of them costing from <coin>3</coin> to <coin>6</coin>, and discards the rest. If a Knight is trashed by this, trash this.. /// internal static string DarkAges_SirMichael_Second_Text { get { return ResourceManager.GetString("DarkAges_SirMichael_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Each other player reveals the top 2 cards of his deck, trashes one of them costing from <coin>3</coin> to <coin>6</coin>, and discards the rest. If a Knight is trashed by this, trash this card.<br/>When you trash this, gain a Gold.. /// internal static string DarkAges_SirVander_First_Text { get { return ResourceManager.GetString("DarkAges_SirVander_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Sir Vander. /// internal static string DarkAges_SirVander_Name { get { return ResourceManager.GetString("DarkAges_SirVander_Name", resourceCulture); } } /// /// Looks up a localized string similar to Each other player reveals the top 2 cards of their deck, trashes one of them costing from <coin>3</coin> to <coin>6</coin>, and discards the rest. If a Knight is trashed by this, trash this.<br/>When you trash this, gain a Gold.. /// internal static string DarkAges_SirVander_Second_Text { get { return ResourceManager.GetString("DarkAges_SirVander_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Spoils. /// internal static string DarkAges_Spoils_Name { get { return ResourceManager.GetString("DarkAges_Spoils_Name", resourceCulture); } } /// /// Looks up a localized string similar to <nl/>When you play this, return it to the Spoils pile.<nl/><i>(This is not in the Supply.)</i>. /// internal static string DarkAges_Spoils_Text { get { return ResourceManager.GetString("DarkAges_Spoils_Text", resourceCulture); } } /// /// Looks up a localized string similar to Choose one: +2<nbsp/>Actions; or +2<nbsp/>Buys; or gain a Silver.<br/>When you trash this,<nl/>gain an Attack card.. /// internal static string DarkAges_Squire_First_Text { get { return ResourceManager.GetString("DarkAges_Squire_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Squire. /// internal static string DarkAges_Squire_Name { get { return ResourceManager.GetString("DarkAges_Squire_Name", resourceCulture); } } /// /// Looks up a localized string similar to Choose one: <b>+2<nbsp/>Actions</b>; or <b>+2<nbsp/>Buys</b>; or gain a Silver.<br/>When you trash this, gain an Attack card.. /// internal static string DarkAges_Squire_Second_Text { get { return ResourceManager.GetString("DarkAges_Squire_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to <nl/>Discard any number of cards.<nl/>+1 Card per card discarded.<nl/>Discard any number of cards.<nl/>+<coin>1</coin> per card discarded the second time.. /// internal static string DarkAges_Storeroom_First_Text { get { return ResourceManager.GetString("DarkAges_Storeroom_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Storeroom. /// internal static string DarkAges_Storeroom_Name { get { return ResourceManager.GetString("DarkAges_Storeroom_Name", resourceCulture); } } /// /// Looks up a localized string similar to <nl/>Discard any number of cards, then draw that many.<nl/>Then discard any number of cards for +<coin>1</coin> each.. /// internal static string DarkAges_Storeroom_Second_Text { get { return ResourceManager.GetString("DarkAges_Storeroom_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Survivors. /// internal static string DarkAges_Survivors_Name { get { return ResourceManager.GetString("DarkAges_Survivors_Name", resourceCulture); } } /// /// Looks up a localized string similar to Look at the top 2 cards of your deck. Discard them or put them back in any order.. /// internal static string DarkAges_Survivors_Text { get { return ResourceManager.GetString("DarkAges_Survivors_Text", resourceCulture); } } /// /// Looks up a localized string similar to Each other player discards down to 4 cards in hand.<br/>When you play another Attack card with this in play, you may trash this. If you do, gain a Mercenary from the Mercenary pile.. /// internal static string DarkAges_Urchin_First_Text { get { return ResourceManager.GetString("DarkAges_Urchin_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Urchin. /// internal static string DarkAges_Urchin_Name { get { return ResourceManager.GetString("DarkAges_Urchin_Name", resourceCulture); } } /// /// Looks up a localized string similar to Each other player discards down to 4 cards in hand.<br/>When you play another Attack card with this in play, you may first trash this, to gain a Mercenary from the Mercenary pile.. /// internal static string DarkAges_Urchin_Second_Text { get { return ResourceManager.GetString("DarkAges_Urchin_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Vagrant. /// internal static string DarkAges_Vagrant_Name { get { return ResourceManager.GetString("DarkAges_Vagrant_Name", resourceCulture); } } /// /// Looks up a localized string similar to <nl/>Reveal the top card of your deck. If it's a Curse, Ruins, Shelter, or Victory card, put it into your hand.. /// internal static string DarkAges_Vagrant_Text { get { return ResourceManager.GetString("DarkAges_Vagrant_Text", resourceCulture); } } /// /// Looks up a localized string similar to <nl/>Reveal the top 3 cards of your deck. Put the Actions back on top in any order and discard the rest.. /// internal static string DarkAges_WanderingMinstrel_First_Text { get { return ResourceManager.GetString("DarkAges_WanderingMinstrel_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Wandering Minstrel. /// internal static string DarkAges_WanderingMinstrel_Name { get { return ResourceManager.GetString("DarkAges_WanderingMinstrel_Name", resourceCulture); } } /// /// Looks up a localized string similar to <nl/>Reveal the top 3 cards of your deck. Put the Action cards back in any order and discard the rest.. /// internal static string DarkAges_WanderingMinstrel_Second_Text { get { return ResourceManager.GetString("DarkAges_WanderingMinstrel_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Discard. /// internal static string Discard { get { return ResourceManager.GetString("Discard", resourceCulture); } } /// /// Looks up a localized string similar to Discard 10 cards. /// internal static string Discard10Cards { get { return ResourceManager.GetString("Discard10Cards", resourceCulture); } } /// /// Looks up a localized string similar to Discard 11 cards. /// internal static string Discard11Cards { get { return ResourceManager.GetString("Discard11Cards", resourceCulture); } } /// /// Looks up a localized string similar to Discard 1 card. /// internal static string Discard1Cards { get { return ResourceManager.GetString("Discard1Cards", resourceCulture); } } /// /// Looks up a localized string similar to Discard 2 cards. /// internal static string Discard2Cards { get { return ResourceManager.GetString("Discard2Cards", resourceCulture); } } /// /// Looks up a localized string similar to Discard 3 cards. /// internal static string Discard3Cards { get { return ResourceManager.GetString("Discard3Cards", resourceCulture); } } /// /// Looks up a localized string similar to Discard 4 cards. /// internal static string Discard4Cards { get { return ResourceManager.GetString("Discard4Cards", resourceCulture); } } /// /// Looks up a localized string similar to Discard 5 cards. /// internal static string Discard5Cards { get { return ResourceManager.GetString("Discard5Cards", resourceCulture); } } /// /// Looks up a localized string similar to Discard 6 cards. /// internal static string Discard6Cards { get { return ResourceManager.GetString("Discard6Cards", resourceCulture); } } /// /// Looks up a localized string similar to Discard 7 cards. /// internal static string Discard7Cards { get { return ResourceManager.GetString("Discard7Cards", resourceCulture); } } /// /// Looks up a localized string similar to Discard 8 cards. /// internal static string Discard8Cards { get { return ResourceManager.GetString("Discard8Cards", resourceCulture); } } /// /// Looks up a localized string similar to Discard 9 cards. /// internal static string Discard9Cards { get { return ResourceManager.GetString("Discard9Cards", resourceCulture); } } /// /// Looks up a localized string similar to Discard an Action card. /// internal static string DiscardActionCard { get { return ResourceManager.GetString("DiscardActionCard", resourceCulture); } } /// /// Looks up a localized string similar to Discard any number of cards.. /// internal static string DiscardAnyNumberOfCards { get { return ResourceManager.GetString("DiscardAnyNumberOfCards", resourceCulture); } } /// /// Looks up a localized string similar to Discard {card}. /// internal static string DiscardCard { get { return ResourceManager.GetString("DiscardCard", resourceCulture); } } /// /// Looks up a localized string similar to Discard cards. /// internal static string DiscardCards { get { return ResourceManager.GetString("DiscardCards", resourceCulture); } } /// /// Looks up a localized string similar to You may put your deck into your discard pile.. /// internal static string DiscardDeck { get { return ResourceManager.GetString("DiscardDeck", resourceCulture); } } /// /// Looks up a localized string similar to Choose cards to discard. You must discard down to 3 cards in hand.. /// internal static string DiscardDownTo3Cards { get { return ResourceManager.GetString("DiscardDownTo3Cards", resourceCulture); } } /// /// Looks up a localized string similar to Choose cards to discard. You must discard down to 4 cards in hand.. /// internal static string DiscardDownTo4Cards { get { return ResourceManager.GetString("DiscardDownTo4Cards", resourceCulture); } } /// /// Looks up a localized string similar to You discarded 10 cards. /// internal static string Discarded10Cards { get { return ResourceManager.GetString("Discarded10Cards", resourceCulture); } } /// /// Looks up a localized string similar to You discarded 11 cards. /// internal static string Discarded11Cards { get { return ResourceManager.GetString("Discarded11Cards", resourceCulture); } } /// /// Looks up a localized string similar to You discarded 12 cards. /// internal static string Discarded12Cards { get { return ResourceManager.GetString("Discarded12Cards", resourceCulture); } } /// /// Looks up a localized string similar to You discarded 13 cards. /// internal static string Discarded13Cards { get { return ResourceManager.GetString("Discarded13Cards", resourceCulture); } } /// /// Looks up a localized string similar to You discarded 14 cards. /// internal static string Discarded14Cards { get { return ResourceManager.GetString("Discarded14Cards", resourceCulture); } } /// /// Looks up a localized string similar to You discarded 15 cards. /// internal static string Discarded15Cards { get { return ResourceManager.GetString("Discarded15Cards", resourceCulture); } } /// /// Looks up a localized string similar to You discarded 16 cards. /// internal static string Discarded16Cards { get { return ResourceManager.GetString("Discarded16Cards", resourceCulture); } } /// /// Looks up a localized string similar to You discarded 17 cards. /// internal static string Discarded17Cards { get { return ResourceManager.GetString("Discarded17Cards", resourceCulture); } } /// /// Looks up a localized string similar to You discarded 18 cards. /// internal static string Discarded18Cards { get { return ResourceManager.GetString("Discarded18Cards", resourceCulture); } } /// /// Looks up a localized string similar to You discarded 19 cards. /// internal static string Discarded19Cards { get { return ResourceManager.GetString("Discarded19Cards", resourceCulture); } } /// /// Looks up a localized string similar to You discarded 1 card. /// internal static string Discarded1Cards { get { return ResourceManager.GetString("Discarded1Cards", resourceCulture); } } /// /// Looks up a localized string similar to You discarded 2 cards. /// internal static string Discarded2Cards { get { return ResourceManager.GetString("Discarded2Cards", resourceCulture); } } /// /// Looks up a localized string similar to You discarded 3 cards. /// internal static string Discarded3Cards { get { return ResourceManager.GetString("Discarded3Cards", resourceCulture); } } /// /// Looks up a localized string similar to You discarded 4 cards. /// internal static string Discarded4Cards { get { return ResourceManager.GetString("Discarded4Cards", resourceCulture); } } /// /// Looks up a localized string similar to You discarded 5 cards. /// internal static string Discarded5Cards { get { return ResourceManager.GetString("Discarded5Cards", resourceCulture); } } /// /// Looks up a localized string similar to You discarded 6 cards. /// internal static string Discarded6Cards { get { return ResourceManager.GetString("Discarded6Cards", resourceCulture); } } /// /// Looks up a localized string similar to You discarded 7 cards. /// internal static string Discarded7Cards { get { return ResourceManager.GetString("Discarded7Cards", resourceCulture); } } /// /// Looks up a localized string similar to You discarded 8 cards. /// internal static string Discarded8Cards { get { return ResourceManager.GetString("Discarded8Cards", resourceCulture); } } /// /// Looks up a localized string similar to You discarded 9 cards. /// internal static string Discarded9Cards { get { return ResourceManager.GetString("Discarded9Cards", resourceCulture); } } /// /// Looks up a localized string similar to You discarded {count} cards. /// internal static string DiscardedNCards { get { return ResourceManager.GetString("DiscardedNCards", resourceCulture); } } /// /// Looks up a localized string similar to Discard all copies ({count}) from Exile. /// internal static string DiscardFromExile { get { return ResourceManager.GetString("DiscardFromExile", resourceCulture); } } /// /// Looks up a localized string similar to Discard hand. /// internal static string DiscardHand { get { return ResourceManager.GetString("DiscardHand", resourceCulture); } } /// /// Looks up a localized string similar to You are discarding 10 cards. /// internal static string Discarding10Cards { get { return ResourceManager.GetString("Discarding10Cards", resourceCulture); } } /// /// Looks up a localized string similar to You are discarding 11 cards. /// internal static string Discarding11Cards { get { return ResourceManager.GetString("Discarding11Cards", resourceCulture); } } /// /// Looks up a localized string similar to You are discarding 12 cards. /// internal static string Discarding12Cards { get { return ResourceManager.GetString("Discarding12Cards", resourceCulture); } } /// /// Looks up a localized string similar to You are discarding 13 cards. /// internal static string Discarding13Cards { get { return ResourceManager.GetString("Discarding13Cards", resourceCulture); } } /// /// Looks up a localized string similar to You are discarding 14 cards. /// internal static string Discarding14Cards { get { return ResourceManager.GetString("Discarding14Cards", resourceCulture); } } /// /// Looks up a localized string similar to You are discarding 15 cards. /// internal static string Discarding15Cards { get { return ResourceManager.GetString("Discarding15Cards", resourceCulture); } } /// /// Looks up a localized string similar to You are discarding 16 cards. /// internal static string Discarding16Cards { get { return ResourceManager.GetString("Discarding16Cards", resourceCulture); } } /// /// Looks up a localized string similar to You are discarding 17 cards. /// internal static string Discarding17Cards { get { return ResourceManager.GetString("Discarding17Cards", resourceCulture); } } /// /// Looks up a localized string similar to You are discarding 18 cards. /// internal static string Discarding18Cards { get { return ResourceManager.GetString("Discarding18Cards", resourceCulture); } } /// /// Looks up a localized string similar to You are discarding 19 cards. /// internal static string Discarding19Cards { get { return ResourceManager.GetString("Discarding19Cards", resourceCulture); } } /// /// Looks up a localized string similar to You are discarding 1 card. /// internal static string Discarding1Cards { get { return ResourceManager.GetString("Discarding1Cards", resourceCulture); } } /// /// Looks up a localized string similar to You are discarding 2 cards. /// internal static string Discarding2Cards { get { return ResourceManager.GetString("Discarding2Cards", resourceCulture); } } /// /// Looks up a localized string similar to You are discarding 3 cards. /// internal static string Discarding3Cards { get { return ResourceManager.GetString("Discarding3Cards", resourceCulture); } } /// /// Looks up a localized string similar to You are discarding 4 cards. /// internal static string Discarding4Cards { get { return ResourceManager.GetString("Discarding4Cards", resourceCulture); } } /// /// Looks up a localized string similar to You are discarding 5 cards. /// internal static string Discarding5Cards { get { return ResourceManager.GetString("Discarding5Cards", resourceCulture); } } /// /// Looks up a localized string similar to You are discarding 6 cards. /// internal static string Discarding6Cards { get { return ResourceManager.GetString("Discarding6Cards", resourceCulture); } } /// /// Looks up a localized string similar to You are discarding 7 cards. /// internal static string Discarding7Cards { get { return ResourceManager.GetString("Discarding7Cards", resourceCulture); } } /// /// Looks up a localized string similar to You are discarding 8 cards. /// internal static string Discarding8Cards { get { return ResourceManager.GetString("Discarding8Cards", resourceCulture); } } /// /// Looks up a localized string similar to You are discarding 9 cards. /// internal static string Discarding9Cards { get { return ResourceManager.GetString("Discarding9Cards", resourceCulture); } } /// /// Looks up a localized string similar to You are discarding {count} cards. /// internal static string DiscardingNCards { get { return ResourceManager.GetString("DiscardingNCards", resourceCulture); } } /// /// Looks up a localized string similar to Discard any number of Treasure cards. Gain a Horse per card discarded.. /// internal static string DiscardTreasuresForHorses { get { return ResourceManager.GetString("DiscardTreasuresForHorses", resourceCulture); } } /// /// Looks up a localized string similar to Drawing a new hand. /// internal static string DrawingNewHand { get { return ResourceManager.GetString("DrawingNewHand", resourceCulture); } } /// /// Looks up a localized string similar to Advance. /// internal static string Empires_Advance_Name { get { return ResourceManager.GetString("Empires_Advance_Name", resourceCulture); } } /// /// Looks up a localized string similar to You may trash an Action card from your hand. If you do, gain an Action card costing up to <coin>6</coin>.. /// internal static string Empires_Advance_Text { get { return ResourceManager.GetString("Empires_Advance_Text", resourceCulture); } } /// /// Looks up a localized string similar to Annex. /// internal static string Empires_Annex_Name { get { return ResourceManager.GetString("Empires_Annex_Name", resourceCulture); } } /// /// Looks up a localized string similar to Look through your discard pile. Shuffle all but up to 5 cards from it into your deck. Gain a Duchy.. /// internal static string Empires_Annex_Text { get { return ResourceManager.GetString("Empires_Annex_Text", resourceCulture); } } /// /// Looks up a localized string similar to Aqueduct. /// internal static string Empires_Aqueduct_Name { get { return ResourceManager.GetString("Empires_Aqueduct_Name", resourceCulture); } } /// /// Looks up a localized string similar to When you gain a Treasure card, move <vp>1</vp> from its pile to this.<nl/>When you gain a Victory card, take the <vp/> from this.<br/>Setup: Put <vp>8</vp> on the Silver and Gold piles.. /// internal static string Empires_Aqueduct_Text { get { return ResourceManager.GetString("Empires_Aqueduct_Text", resourceCulture); } } /// /// Looks up a localized string similar to Archive. /// internal static string Empires_Archive_Name { get { return ResourceManager.GetString("Empires_Archive_Name", resourceCulture); } } /// /// Looks up a localized string similar to Set aside the top 3 cards of your deck face down (you may look at them). Now and at the start of your next two turns, put one into your hand.. /// internal static string Empires_Archive_Text { get { return ResourceManager.GetString("Empires_Archive_Text", resourceCulture); } } /// /// Looks up a localized string similar to Arena. /// internal static string Empires_Arena_Name { get { return ResourceManager.GetString("Empires_Arena_Name", resourceCulture); } } /// /// Looks up a localized string similar to At the start of your Buy phase, you may discard an Action<nl/>card. If you do, take <vp>2</vp> from here.<br/>Setup: Put <vp>6</vp> here per player.. /// internal static string Empires_Arena_Text { get { return ResourceManager.GetString("Empires_Arena_Text", resourceCulture); } } /// /// Looks up a localized string similar to Bandit Fort. /// internal static string Empires_BanditFort_Name { get { return ResourceManager.GetString("Empires_BanditFort_Name", resourceCulture); } } /// /// Looks up a localized string similar to When scoring, -<vp>2</vp> for each Silver and each<nl/>Gold you have.. /// internal static string Empires_BanditFort_Text { get { return ResourceManager.GetString("Empires_BanditFort_Text", resourceCulture); } } /// /// Looks up a localized string similar to Banquet. /// internal static string Empires_Banquet_Name { get { return ResourceManager.GetString("Empires_Banquet_Name", resourceCulture); } } /// /// Looks up a localized string similar to Gain 2 Coppers and a non-Victory card costing up to <coin>5</coin>.. /// internal static string Empires_Banquet_Text { get { return ResourceManager.GetString("Empires_Banquet_Text", resourceCulture); } } /// /// Looks up a localized string similar to Basilica. /// internal static string Empires_Basilica_Name { get { return ResourceManager.GetString("Empires_Basilica_Name", resourceCulture); } } /// /// Looks up a localized string similar to When you buy a card, if you have <coin>2</coin> or more left,<nl/>take <vp>2</vp> from here.<br/>Setup: Put <vp>6</vp> here per player.. /// internal static string Empires_Basilica_Text { get { return ResourceManager.GetString("Empires_Basilica_Text", resourceCulture); } } /// /// Looks up a localized string similar to Baths. /// internal static string Empires_Baths_Name { get { return ResourceManager.GetString("Empires_Baths_Name", resourceCulture); } } /// /// Looks up a localized string similar to When you end your turn without having gained a card,<nl/>take <vp>2</vp> from here.<br/>Setup: Put <vp>6</vp> here per player.. /// internal static string Empires_Baths_Text { get { return ResourceManager.GetString("Empires_Baths_Text", resourceCulture); } } /// /// Looks up a localized string similar to Battlefield. /// internal static string Empires_Battlefield_Name { get { return ResourceManager.GetString("Empires_Battlefield_Name", resourceCulture); } } /// /// Looks up a localized string similar to When you gain a Victory card, take <vp>2</vp> from here.<br/>Setup: Put <vp>6</vp> here per player.. /// internal static string Empires_Battlefield_Text { get { return ResourceManager.GetString("Empires_Battlefield_Text", resourceCulture); } } /// /// Looks up a localized string similar to Bustling Village. /// internal static string Empires_BustlingVillage_Name { get { return ResourceManager.GetString("Empires_BustlingVillage_Name", resourceCulture); } } /// /// Looks up a localized string similar to Look through your discard pile. You may reveal a Settlers from it and put it into your hand.. /// internal static string Empires_BustlingVillage_Text { get { return ResourceManager.GetString("Empires_BustlingVillage_Text", resourceCulture); } } /// /// Looks up a localized string similar to Capital. /// internal static string Empires_Capital_Name { get { return ResourceManager.GetString("Empires_Capital_Name", resourceCulture); } } /// /// Looks up a localized string similar to <br/>When you discard this from play, take <debt>6</debt>, and then you may pay off <debt/>.. /// internal static string Empires_Capital_Text { get { return ResourceManager.GetString("Empires_Capital_Text", resourceCulture); } } /// /// Looks up a localized string similar to Castles. /// internal static string Empires_Castles_Name { get { return ResourceManager.GetString("Empires_Castles_Name", resourceCulture); } } /// /// Looks up a localized string similar to Sort the Castle pile by cost, putting the more expensive Castles on the bottom. For a 2-player game, use only one of each Castle. Only the top card of the pile can be gained or bought.. /// internal static string Empires_Castles_Text { get { return ResourceManager.GetString("Empires_Castles_Text", resourceCulture); } } /// /// Looks up a localized string similar to Catapult. /// internal static string Empires_Catapult_Name { get { return ResourceManager.GetString("Empires_Catapult_Name", resourceCulture); } } /// /// Looks up a localized string similar to Trash a card from your hand. If it costs <coin>3</coin> or more, each other player gains a Curse. If it's a Treasure, each other player discards down to 3 cards in hand.. /// internal static string Empires_Catapult_Text { get { return ResourceManager.GetString("Empires_Catapult_Text", resourceCulture); } } /// /// Looks up a localized string similar to Catapult/Rocks. /// internal static string Empires_CatapultRocks_Name { get { return ResourceManager.GetString("Empires_CatapultRocks_Name", resourceCulture); } } /// /// Looks up a localized string similar to This pile starts the game with 5 copies of Catapult on top, then 5 copies of Rocks. Only the top card of the pile can be gained or bought.. /// internal static string Empires_CatapultRocks_Text { get { return ResourceManager.GetString("Empires_CatapultRocks_Text", resourceCulture); } } /// /// Looks up a localized string similar to Chariot Race. /// internal static string Empires_ChariotRace_Name { get { return ResourceManager.GetString("Empires_ChariotRace_Name", resourceCulture); } } /// /// Looks up a localized string similar to Reveal the top card of your deck and put it into your hand. The player to your left reveals the top card of their deck. If your card costs more, +<coin>1</coin> and +<vp>1</vp>.. /// internal static string Empires_ChariotRace_Text { get { return ResourceManager.GetString("Empires_ChariotRace_Text", resourceCulture); } } /// /// Looks up a localized string similar to Charm. /// internal static string Empires_Charm_Name { get { return ResourceManager.GetString("Empires_Charm_Name", resourceCulture); } } /// /// Looks up a localized string similar to When you play this, choose 1: <b>+1<nbsp/>Buy</b> and +<coin>2</coin>; or the next time you buy a card this turn, you may also gain a differently named card with the same cost.. /// internal static string Empires_Charm_Text { get { return ResourceManager.GetString("Empires_Charm_Text", resourceCulture); } } /// /// Looks up a localized string similar to City Quarter. /// internal static string Empires_CityQuarter_Name { get { return ResourceManager.GetString("Empires_CityQuarter_Name", resourceCulture); } } /// /// Looks up a localized string similar to <nl/>Reveal your hand. <b>+1<nbsp/>Card</b> per Action card revealed.. /// internal static string Empires_CityQuarter_Text { get { return ResourceManager.GetString("Empires_CityQuarter_Text", resourceCulture); } } /// /// Looks up a localized string similar to Colonnade. /// internal static string Empires_Colonnade_Name { get { return ResourceManager.GetString("Empires_Colonnade_Name", resourceCulture); } } /// /// Looks up a localized string similar to When you buy an Action card, if you have a copy of it in play,<nl/>take <vp>2</vp> from here.<br/>Setup: Put <vp>6</vp> here per player.. /// internal static string Empires_Colonnade_Text { get { return ResourceManager.GetString("Empires_Colonnade_Text", resourceCulture); } } /// /// Looks up a localized string similar to Conquest. /// internal static string Empires_Conquest_Name { get { return ResourceManager.GetString("Empires_Conquest_Name", resourceCulture); } } /// /// Looks up a localized string similar to Gain 2 Silvers.<nl/>+<vp>1</vp> per Silver you've gained this turn.. /// internal static string Empires_Conquest_Text { get { return ResourceManager.GetString("Empires_Conquest_Text", resourceCulture); } } /// /// Looks up a localized string similar to Crown. /// internal static string Empires_Crown_Name { get { return ResourceManager.GetString("Empires_Crown_Name", resourceCulture); } } /// /// Looks up a localized string similar to If its your Action phase, you may play an Action from your hand twice. If it's your Buy phase, you may play a Treasure from your hand twice.. /// internal static string Empires_Crown_Text { get { return ResourceManager.GetString("Empires_Crown_Text", resourceCulture); } } /// /// Looks up a localized string similar to Crumbling Castle. /// internal static string Empires_CrumblingCastle_Name { get { return ResourceManager.GetString("Empires_CrumblingCastle_Name", resourceCulture); } } /// /// Looks up a localized string similar to <br/>When you gain or trash this, +<vp>1</vp> and gain a Silver.. /// internal static string Empires_CrumblingCastle_Text { get { return ResourceManager.GetString("Empires_CrumblingCastle_Text", resourceCulture); } } /// /// Looks up a localized string similar to Defiled Shrine. /// internal static string Empires_DefiledShrine_Name { get { return ResourceManager.GetString("Empires_DefiledShrine_Name", resourceCulture); } } /// /// Looks up a localized string similar to When you gain an Action card, move <vp>1</vp> from its pile to this.<nl/>When you buy a Curse, take the <vp/> from this.<br/>Setup: Put <vp>2</vp> on each non-Gathering Action Supply pile.. /// internal static string Empires_DefiledShrine_Text { get { return ResourceManager.GetString("Empires_DefiledShrine_Text", resourceCulture); } } /// /// Looks up a localized string similar to Delve. /// internal static string Empires_Delve_Name { get { return ResourceManager.GetString("Empires_Delve_Name", resourceCulture); } } /// /// Looks up a localized string similar to Gain a Silver.. /// internal static string Empires_Delve_Text { get { return ResourceManager.GetString("Empires_Delve_Text", resourceCulture); } } /// /// Looks up a localized string similar to Dominate. /// internal static string Empires_Dominate_Name { get { return ResourceManager.GetString("Empires_Dominate_Name", resourceCulture); } } /// /// Looks up a localized string similar to Gain a Province. If you do, +<vp>9</vp>.. /// internal static string Empires_Dominate_Text { get { return ResourceManager.GetString("Empires_Dominate_Text", resourceCulture); } } /// /// Looks up a localized string similar to Donate. /// internal static string Empires_Donate_Name { get { return ResourceManager.GetString("Empires_Donate_Name", resourceCulture); } } /// /// Looks up a localized string similar to After this turn, put all cards from your deck and discard pile into your hand, trash any number, shuffle your hand into your deck, then draw 5 cards.. /// internal static string Empires_Donate_Text { get { return ResourceManager.GetString("Empires_Donate_Text", resourceCulture); } } /// /// Looks up a localized string similar to Emporium. /// internal static string Empires_Emporium_Name { get { return ResourceManager.GetString("Empires_Emporium_Name", resourceCulture); } } /// /// Looks up a localized string similar to <br/>When you gain this, if you have at least 5 Action cards in play, +<vp>2</vp>.. /// internal static string Empires_Emporium_Text { get { return ResourceManager.GetString("Empires_Emporium_Text", resourceCulture); } } /// /// Looks up a localized string similar to Encampment. /// internal static string Empires_Encampment_Name { get { return ResourceManager.GetString("Empires_Encampment_Name", resourceCulture); } } /// /// Looks up a localized string similar to You may reveal a Gold or Plunder from your hand. If you do not, set this aside, and return it to the Supply at the start of Clean-up.. /// internal static string Empires_Encampment_Text { get { return ResourceManager.GetString("Empires_Encampment_Text", resourceCulture); } } /// /// Looks up a localized string similar to Encampment/Plunder. /// internal static string Empires_EncampmentPlunder_Name { get { return ResourceManager.GetString("Empires_EncampmentPlunder_Name", resourceCulture); } } /// /// Looks up a localized string similar to This pile starts the game with 5 copies of Encampment on top, then 5 copies of Plunder. Only the top card of the pile can be gained or bought.. /// internal static string Empires_EncampmentPlunder_Text { get { return ResourceManager.GetString("Empires_EncampmentPlunder_Text", resourceCulture); } } /// /// Looks up a localized string similar to Enchantress. /// internal static string Empires_Enchantress_Name { get { return ResourceManager.GetString("Empires_Enchantress_Name", resourceCulture); } } /// /// Looks up a localized string similar to Until your next turn, the first time each other player plays an Action card on their turn, they get <b>+1<nbsp/>Card</b> and <b>+1<nbsp/>Action</b> instead of following its instructions.<nl/><benefit/>. /// internal static string Empires_Enchantress_Text { get { return ResourceManager.GetString("Empires_Enchantress_Text", resourceCulture); } } /// /// Looks up a localized string similar to Engineer. /// internal static string Empires_Engineer_Name { get { return ResourceManager.GetString("Empires_Engineer_Name", resourceCulture); } } /// /// Looks up a localized string similar to Gain a card costing up to <coin>4</coin>.<nl/>You may trash this.<nl/>If you do, gain a card costing up to <coin>4</coin>.. /// internal static string Empires_Engineer_Text { get { return ResourceManager.GetString("Empires_Engineer_Text", resourceCulture); } } /// /// Looks up a localized string similar to Farmers' Market. /// internal static string Empires_FarmersMarket_Name { get { return ResourceManager.GetString("Empires_FarmersMarket_Name", resourceCulture); } } /// /// Looks up a localized string similar to If there are <vp>4</vp> or more on the Farmers' Market Supply pile, take them and trash this. Otherwise, add <vp>1</vp> to the pile and then +<coin>1</coin> per <vp>1</vp> on the pile.. /// internal static string Empires_FarmersMarket_Text { get { return ResourceManager.GetString("Empires_FarmersMarket_Text", resourceCulture); } } /// /// Looks up a localized string similar to Fortune. /// internal static string Empires_Fortune_Name { get { return ResourceManager.GetString("Empires_Fortune_Name", resourceCulture); } } /// /// Looks up a localized string similar to When you play this, double your <coin/> if you haven't yet this turn.<br/>When you gain this, gain a Gold per Gladiator you have in play.. /// internal static string Empires_Fortune_Text { get { return ResourceManager.GetString("Empires_Fortune_Text", resourceCulture); } } /// /// Looks up a localized string similar to Forum. /// internal static string Empires_Forum_Name { get { return ResourceManager.GetString("Empires_Forum_Name", resourceCulture); } } /// /// Looks up a localized string similar to Discard 2 cards.<br/>When you buy this, <b>+1<nbsp/>Buy</b>.. /// internal static string Empires_Forum_Text { get { return ResourceManager.GetString("Empires_Forum_Text", resourceCulture); } } /// /// Looks up a localized string similar to Fountain. /// internal static string Empires_Fountain_Name { get { return ResourceManager.GetString("Empires_Fountain_Name", resourceCulture); } } /// /// Looks up a localized string similar to When scoring, <vp>15</vp> if you have at least 10 Coppers.. /// internal static string Empires_Fountain_Text { get { return ResourceManager.GetString("Empires_Fountain_Text", resourceCulture); } } /// /// Looks up a localized string similar to Gladiator. /// internal static string Empires_Gladiator_Name { get { return ResourceManager.GetString("Empires_Gladiator_Name", resourceCulture); } } /// /// Looks up a localized string similar to Reveal a card from your hand.<nl/>The player to your left may reveal a copy from their hand.<nl/>If they do not, +<coin>1</coin> and trash a Gladiator from the Supply.. /// internal static string Empires_Gladiator_Text { get { return ResourceManager.GetString("Empires_Gladiator_Text", resourceCulture); } } /// /// Looks up a localized string similar to Gladiator/Fortune. /// internal static string Empires_GladiatorFortune_Name { get { return ResourceManager.GetString("Empires_GladiatorFortune_Name", resourceCulture); } } /// /// Looks up a localized string similar to This pile starts the game with 5 copies of Gladiator on top, then 5 copies of Fortune. Only the top card of the pile can be gained or bought.. /// internal static string Empires_GladiatorFortune_Text { get { return ResourceManager.GetString("Empires_GladiatorFortune_Text", resourceCulture); } } /// /// Looks up a localized string similar to Grand Castle. /// internal static string Empires_GrandCastle_Name { get { return ResourceManager.GetString("Empires_GrandCastle_Name", resourceCulture); } } /// /// Looks up a localized string similar to <br/>When you gain this, reveal your hand. +<vp>1</vp> per Victory card in your hand and/or in play.. /// internal static string Empires_GrandCastle_Text { get { return ResourceManager.GetString("Empires_GrandCastle_Text", resourceCulture); } } /// /// Looks up a localized string similar to Groundskeeper. /// internal static string Empires_Groundskeeper_Name { get { return ResourceManager.GetString("Empires_Groundskeeper_Name", resourceCulture); } } /// /// Looks up a localized string similar to <br/>While this is in play, when you gain a Victory card, +<vp>1</vp>.. /// internal static string Empires_Groundskeeper_Text { get { return ResourceManager.GetString("Empires_Groundskeeper_Text", resourceCulture); } } /// /// Looks up a localized string similar to Haunted Castle. /// internal static string Empires_HauntedCastle_Name { get { return ResourceManager.GetString("Empires_HauntedCastle_Name", resourceCulture); } } /// /// Looks up a localized string similar to <br/>When you gain this during your turn, gain a Gold, and each other player with 5 or more cards in hand puts 2 cards from their hand onto their deck.. /// internal static string Empires_HauntedCastle_Text { get { return ResourceManager.GetString("Empires_HauntedCastle_Text", resourceCulture); } } /// /// Looks up a localized string similar to Humble Castle. /// internal static string Empires_HumbleCastle_Name { get { return ResourceManager.GetString("Empires_HumbleCastle_Name", resourceCulture); } } /// /// Looks up a localized string similar to <br/>Worth <vp>1</vp> per Castle you have.. /// internal static string Empires_HumbleCastle_Text { get { return ResourceManager.GetString("Empires_HumbleCastle_Text", resourceCulture); } } /// /// Looks up a localized string similar to Keep. /// internal static string Empires_Keep_Name { get { return ResourceManager.GetString("Empires_Keep_Name", resourceCulture); } } /// /// Looks up a localized string similar to When scoring, <vp>5</vp> per differently named Treasure you have,<nl/>that you have more copies of than each other player,<nl/>or tied for most.. /// internal static string Empires_Keep_Text { get { return ResourceManager.GetString("Empires_Keep_Text", resourceCulture); } } /// /// Looks up a localized string similar to King's Castle. /// internal static string Empires_KingsCastle_Name { get { return ResourceManager.GetString("Empires_KingsCastle_Name", resourceCulture); } } /// /// Looks up a localized string similar to <br/>Worth <vp>2</vp> per Castle you have.. /// internal static string Empires_KingsCastle_Text { get { return ResourceManager.GetString("Empires_KingsCastle_Text", resourceCulture); } } /// /// Looks up a localized string similar to Labyrinth. /// internal static string Empires_Labyrinth_Name { get { return ResourceManager.GetString("Empires_Labyrinth_Name", resourceCulture); } } /// /// Looks up a localized string similar to When you gain a 2nd card in one of your turns,<nl/>take <vp>2</vp> from here.<br/>Setup: Put <vp>6</vp> here per player.. /// internal static string Empires_Labyrinth_Text { get { return ResourceManager.GetString("Empires_Labyrinth_Text", resourceCulture); } } /// /// Looks up a localized string similar to Legionary. /// internal static string Empires_Legionary_Name { get { return ResourceManager.GetString("Empires_Legionary_Name", resourceCulture); } } /// /// Looks up a localized string similar to You may reveal a Gold from your hand. If you do, each other player discards down to 2 cards in hand, then draws a card.. /// internal static string Empires_Legionary_Text { get { return ResourceManager.GetString("Empires_Legionary_Text", resourceCulture); } } /// /// Looks up a localized string similar to Mountain Pass. /// internal static string Empires_MountainPass_Name { get { return ResourceManager.GetString("Empires_MountainPass_Name", resourceCulture); } } /// /// Looks up a localized string similar to When you are the first player to gain a Province, after that turn,<nl/>each player bids once, up to <debt>40</debt>, ending with you.<nl/>High bidder gets <vp>8</vp> and takes the <debt/> they bid.. /// internal static string Empires_MountainPass_Text { get { return ResourceManager.GetString("Empires_MountainPass_Text", resourceCulture); } } /// /// Looks up a localized string similar to Museum. /// internal static string Empires_Museum_Name { get { return ResourceManager.GetString("Empires_Museum_Name", resourceCulture); } } /// /// Looks up a localized string similar to When scoring, <vp>2</vp> per differently named card<nl/>you have.. /// internal static string Empires_Museum_Text { get { return ResourceManager.GetString("Empires_Museum_Text", resourceCulture); } } /// /// Looks up a localized string similar to Obelisk. /// internal static string Empires_Obelisk_Name { get { return ResourceManager.GetString("Empires_Obelisk_Name", resourceCulture); } } /// /// Looks up a localized string similar to When scoring, <vp>2</vp> per card you have from<nl/>the chosen pile.<br/>Setup: Choose a random Action Supply pile.. /// internal static string Empires_Obelisk_Text { get { return ResourceManager.GetString("Empires_Obelisk_Text", resourceCulture); } } /// /// Looks up a localized string similar to Opulent Castle. /// internal static string Empires_OpulentCastle_Name { get { return ResourceManager.GetString("Empires_OpulentCastle_Name", resourceCulture); } } /// /// Looks up a localized string similar to Discard any number of Victory cards. +<coin>2</coin> per card discarded.. /// internal static string Empires_OpulentCastle_Text { get { return ResourceManager.GetString("Empires_OpulentCastle_Text", resourceCulture); } } /// /// Looks up a localized string similar to Orchard. /// internal static string Empires_Orchard_Name { get { return ResourceManager.GetString("Empires_Orchard_Name", resourceCulture); } } /// /// Looks up a localized string similar to When scoring, <vp>4</vp> per differently named Action card<nl/>you have 3 or more copies of.. /// internal static string Empires_Orchard_Text { get { return ResourceManager.GetString("Empires_Orchard_Text", resourceCulture); } } /// /// Looks up a localized string similar to Play a non-Command Action card from the Supply costing up to <coin>5</coin>, leaving it there.. /// internal static string Empires_Overlord_Errata2019_Text { get { return ResourceManager.GetString("Empires_Overlord_Errata2019_Text", resourceCulture); } } /// /// Looks up a localized string similar to Overlord. /// internal static string Empires_Overlord_Name { get { return ResourceManager.GetString("Empires_Overlord_Name", resourceCulture); } } /// /// Looks up a localized string similar to Play this as if it were an Action card in the Supply costing up to <coin>5</coin>. This is that card until it leaves play.. /// internal static string Empires_Overlord_Text { get { return ResourceManager.GetString("Empires_Overlord_Text", resourceCulture); } } /// /// Looks up a localized string similar to Palace. /// internal static string Empires_Palace_Name { get { return ResourceManager.GetString("Empires_Palace_Name", resourceCulture); } } /// /// Looks up a localized string similar to When scoring, <vp>3</vp> per set you have<nl/>of Copper - Silver - Gold.. /// internal static string Empires_Palace_Text { get { return ResourceManager.GetString("Empires_Palace_Text", resourceCulture); } } /// /// Looks up a localized string similar to Patrician. /// internal static string Empires_Patrician_Name { get { return ResourceManager.GetString("Empires_Patrician_Name", resourceCulture); } } /// /// Looks up a localized string similar to Reveal the top card of your deck. If it costs <coin>5</coin> or more, put it into your hand.. /// internal static string Empires_Patrician_Text { get { return ResourceManager.GetString("Empires_Patrician_Text", resourceCulture); } } /// /// Looks up a localized string similar to Patrician/Emporium. /// internal static string Empires_PatricianEmporium_Name { get { return ResourceManager.GetString("Empires_PatricianEmporium_Name", resourceCulture); } } /// /// Looks up a localized string similar to This pile starts the game with 5 copies of Patrician on top, then 5 copies of Emporium. Only the top card of the pile can be gained or bought.. /// internal static string Empires_PatricianEmporium_Text { get { return ResourceManager.GetString("Empires_PatricianEmporium_Text", resourceCulture); } } /// /// Looks up a localized string similar to Plunder. /// internal static string Empires_Plunder_Name { get { return ResourceManager.GetString("Empires_Plunder_Name", resourceCulture); } } /// /// Looks up a localized string similar to Ritual. /// internal static string Empires_Ritual_Name { get { return ResourceManager.GetString("Empires_Ritual_Name", resourceCulture); } } /// /// Looks up a localized string similar to Gain a Curse. If you do, trash a card from your hand.<nl/>+<vp>1</vp> per <coin>1</coin> it cost.. /// internal static string Empires_Ritual_Text { get { return ResourceManager.GetString("Empires_Ritual_Text", resourceCulture); } } /// /// Looks up a localized string similar to Rocks. /// internal static string Empires_Rocks_Name { get { return ResourceManager.GetString("Empires_Rocks_Name", resourceCulture); } } /// /// Looks up a localized string similar to <br/>When you gain or trash this, gain a Silver; if it is your Buy phase, put the Silver on your deck, otherwise, put it into your hand.. /// internal static string Empires_Rocks_Text { get { return ResourceManager.GetString("Empires_Rocks_Text", resourceCulture); } } /// /// Looks up a localized string similar to Royal Blacksmith. /// internal static string Empires_RoyalBlacksmith_Name { get { return ResourceManager.GetString("Empires_RoyalBlacksmith_Name", resourceCulture); } } /// /// Looks up a localized string similar to <nl/>Reveal your hand; discard the Coppers.. /// internal static string Empires_RoyalBlacksmith_Text { get { return ResourceManager.GetString("Empires_RoyalBlacksmith_Text", resourceCulture); } } /// /// Looks up a localized string similar to Sacrifice. /// internal static string Empires_Sacrifice_Name { get { return ResourceManager.GetString("Empires_Sacrifice_Name", resourceCulture); } } /// /// Looks up a localized string similar to Trash a card from your hand. If it's an...<nl/>Action card, <b>+2<nbsp/>Cards</b>, <b>+2<nbsp/>Actions</b><nl/>Treasure card, +<coin>2</coin><nl/>Victory card, +<vp>2</vp>. /// internal static string Empires_Sacrifice_Text { get { return ResourceManager.GetString("Empires_Sacrifice_Text", resourceCulture); } } /// /// Looks up a localized string similar to Salt the Earth. /// internal static string Empires_SaltTheEarth_Name { get { return ResourceManager.GetString("Empires_SaltTheEarth_Name", resourceCulture); } } /// /// Looks up a localized string similar to +<vp>1</vp>.<nl/>Trash a Victory card from the Supply.. /// internal static string Empires_SaltTheEarth_Text { get { return ResourceManager.GetString("Empires_SaltTheEarth_Text", resourceCulture); } } /// /// Looks up a localized string similar to Settlers. /// internal static string Empires_Settlers_Name { get { return ResourceManager.GetString("Empires_Settlers_Name", resourceCulture); } } /// /// Looks up a localized string similar to Look through your discard pile. You may reveal a Copper from it and put it into your hand.. /// internal static string Empires_Settlers_Text { get { return ResourceManager.GetString("Empires_Settlers_Text", resourceCulture); } } /// /// Looks up a localized string similar to Settlers/Bustling Village. /// internal static string Empires_SettlersBustlingVillage_Name { get { return ResourceManager.GetString("Empires_SettlersBustlingVillage_Name", resourceCulture); } } /// /// Looks up a localized string similar to This pile starts the game with 5 copies of Settlers on top, then 5 copies of Bustling Village. Only the top card of the pile can be gained or bought.. /// internal static string Empires_SettlersBustlingVillage_Text { get { return ResourceManager.GetString("Empires_SettlersBustlingVillage_Text", resourceCulture); } } /// /// Looks up a localized string similar to Small Castle. /// internal static string Empires_SmallCastle_Name { get { return ResourceManager.GetString("Empires_SmallCastle_Name", resourceCulture); } } /// /// Looks up a localized string similar to Trash this or a Castle from your hand.<nl/>If you do, gain a Castle.. /// internal static string Empires_SmallCastle_Text { get { return ResourceManager.GetString("Empires_SmallCastle_Text", resourceCulture); } } /// /// Looks up a localized string similar to Sprawling Castle. /// internal static string Empires_SprawlingCastle_Name { get { return ResourceManager.GetString("Empires_SprawlingCastle_Name", resourceCulture); } } /// /// Looks up a localized string similar to <br/>When you gain this, gain a Duchy or 3 Estates.. /// internal static string Empires_SprawlingCastle_Text { get { return ResourceManager.GetString("Empires_SprawlingCastle_Text", resourceCulture); } } /// /// Looks up a localized string similar to Tax. /// internal static string Empires_Tax_Name { get { return ResourceManager.GetString("Empires_Tax_Name", resourceCulture); } } /// /// Looks up a localized string similar to Add <debt>2</debt> to a Supply pile.<br/>Setup: Add <debt>1</debt> to each Supply pile. When a player buys a card, they take the <debt/> from its pile.. /// internal static string Empires_Tax_Text { get { return ResourceManager.GetString("Empires_Tax_Text", resourceCulture); } } /// /// Looks up a localized string similar to Temple. /// internal static string Empires_Temple_Name { get { return ResourceManager.GetString("Empires_Temple_Name", resourceCulture); } } /// /// Looks up a localized string similar to Trash from 1 to 3 differently named cards from your hand.<nl/>Add <vp>1</vp> to the Temple Supply pile.<br/>When you gain this, take the <vp/> from the Temple Supply pile.. /// internal static string Empires_Temple_Text { get { return ResourceManager.GetString("Empires_Temple_Text", resourceCulture); } } /// /// Looks up a localized string similar to Tomb. /// internal static string Empires_Tomb_Name { get { return ResourceManager.GetString("Empires_Tomb_Name", resourceCulture); } } /// /// Looks up a localized string similar to When you trash a card, +<vp>1</vp>.. /// internal static string Empires_Tomb_Text { get { return ResourceManager.GetString("Empires_Tomb_Text", resourceCulture); } } /// /// Looks up a localized string similar to Tower. /// internal static string Empires_Tower_Name { get { return ResourceManager.GetString("Empires_Tower_Name", resourceCulture); } } /// /// Looks up a localized string similar to When scoring, <vp>1</vp> per non-Victory card you<nl/>have from an empty Supply pile.. /// internal static string Empires_Tower_Text { get { return ResourceManager.GetString("Empires_Tower_Text", resourceCulture); } } /// /// Looks up a localized string similar to Triumph. /// internal static string Empires_Triumph_Name { get { return ResourceManager.GetString("Empires_Triumph_Name", resourceCulture); } } /// /// Looks up a localized string similar to Gain an Estate.<nl/>If you did, +<vp>1</vp> per card you've gained this turn.. /// internal static string Empires_Triumph_Text { get { return ResourceManager.GetString("Empires_Triumph_Text", resourceCulture); } } /// /// Looks up a localized string similar to Triumphal Arch. /// internal static string Empires_TriumphalArch_Name { get { return ResourceManager.GetString("Empires_TriumphalArch_Name", resourceCulture); } } /// /// Looks up a localized string similar to When scoring, <vp>3</vp> per copy you have of the 2nd most common<nl/>Action card among your cards (if it's a tie, count either).. /// internal static string Empires_TriumphalArch_Text { get { return ResourceManager.GetString("Empires_TriumphalArch_Text", resourceCulture); } } /// /// Looks up a localized string similar to Villa. /// internal static string Empires_Villa_Name { get { return ResourceManager.GetString("Empires_Villa_Name", resourceCulture); } } /// /// Looks up a localized string similar to <br/>When you gain this, put it into your hand, <b>+1<nbsp/>Action</b>, and if it's your Buy phase, return to your Action phase.. /// internal static string Empires_Villa_Text { get { return ResourceManager.GetString("Empires_Villa_Text", resourceCulture); } } /// /// Looks up a localized string similar to Wall. /// internal static string Empires_Wall_Name { get { return ResourceManager.GetString("Empires_Wall_Name", resourceCulture); } } /// /// Looks up a localized string similar to When scoring, <vp>-1</vp> per card you have<nl/>after the first 15.. /// internal static string Empires_Wall_Text { get { return ResourceManager.GetString("Empires_Wall_Text", resourceCulture); } } /// /// Looks up a localized string similar to Wedding. /// internal static string Empires_Wedding_Name { get { return ResourceManager.GetString("Empires_Wedding_Name", resourceCulture); } } /// /// Looks up a localized string similar to +<vp>1</vp><nl/>Gain a Gold.. /// internal static string Empires_Wedding_Text { get { return ResourceManager.GetString("Empires_Wedding_Text", resourceCulture); } } /// /// Looks up a localized string similar to Wild Hunt. /// internal static string Empires_WildHunt_Name { get { return ResourceManager.GetString("Empires_WildHunt_Name", resourceCulture); } } /// /// Looks up a localized string similar to Choose one: <b>+3<nbsp/>Cards</b> and add <vp>1</vp> to the Wild Hunt Supply pile; or gain an Estate, and if you do, take the <vp/> from the pile.. /// internal static string Empires_WildHunt_Text { get { return ResourceManager.GetString("Empires_WildHunt_Text", resourceCulture); } } /// /// Looks up a localized string similar to Windfall. /// internal static string Empires_Windfall_Name { get { return ResourceManager.GetString("Empires_Windfall_Name", resourceCulture); } } /// /// Looks up a localized string similar to If your deck and discard pile are empty, gain 3 Golds.. /// internal static string Empires_Windfall_Text { get { return ResourceManager.GetString("Empires_Windfall_Text", resourceCulture); } } /// /// Looks up a localized string similar to Wolf Den. /// internal static string Empires_WolfDen_Name { get { return ResourceManager.GetString("Empires_WolfDen_Name", resourceCulture); } } /// /// Looks up a localized string similar to When scoring, <vp>-3</vp> per card you have exactly<nl/>one copy of.. /// internal static string Empires_WolfDen_Text { get { return ResourceManager.GetString("Empires_WolfDen_Text", resourceCulture); } } /// /// Looks up a localized string similar to End of your {phase} phase. /// internal static string EndOfPhase { get { return ResourceManager.GetString("EndOfPhase", resourceCulture); } } /// /// Looks up a localized string similar to Cannot add cards to Choice Type!. /// internal static string ExceptionCannotAddCardsToChoiceType { get { return ResourceManager.GetString("ExceptionCannotAddCardsToChoiceType", resourceCulture); } } /// /// Looks up a localized string similar to Cannot move card to trash from this location. /// internal static string ExceptionCannotMoveCardToTrash { get { return ResourceManager.GetString("ExceptionCannotMoveCardToTrash", resourceCulture); } } /// /// Looks up a localized string similar to Can't play Actions right now!. /// internal static string ExceptionCantPlayActions { get { return ResourceManager.GetString("ExceptionCantPlayActions", resourceCulture); } } /// /// Looks up a localized string similar to Can't play tokens right now!. /// internal static string ExceptionCantPlayTokens { get { return ResourceManager.GetString("ExceptionCantPlayTokens", resourceCulture); } } /// /// Looks up a localized string similar to Can't play Treasures right now!. /// internal static string ExceptionCantPlayTreasures { get { return ResourceManager.GetString("ExceptionCantPlayTreasures", resourceCulture); } } /// /// Looks up a localized string similar to Something happened -- there are cards left in the player's In Play area!. /// internal static string ExceptionCardsInInPlayArea { get { return ResourceManager.GetString("ExceptionCardsInInPlayArea", resourceCulture); } } /// /// Looks up a localized string similar to Duplicate cards found! Something went wrong!. /// internal static string ExceptionDuplicateCards { get { return ResourceManager.GetString("ExceptionDuplicateCards", resourceCulture); } } /// /// Looks up a localized string similar to Incorrect number of cards found!. /// internal static string ExceptionIncorrectNumberFound { get { return ResourceManager.GetString("ExceptionIncorrectNumberFound", resourceCulture); } } /// /// Looks up a localized string similar to destination must be either InPlay or SetAside. /// internal static string ExceptionInvalidDestination { get { return ResourceManager.GetString("ExceptionInvalidDestination", resourceCulture); } } /// /// Looks up a localized string similar to Unable to do anything with this Choice Type!. /// internal static string ExceptionUnusableChoiceType { get { return ResourceManager.GetString("ExceptionUnusableChoiceType", resourceCulture); } } /// /// Looks up a localized string similar to Exchange for Changeling. /// internal static string ExchangeForChangeling { get { return ResourceManager.GetString("ExchangeForChangeling", resourceCulture); } } /// /// Looks up a localized string similar to Exile Action card from the Supply. /// internal static string ExileActionSupply { get { return ResourceManager.GetString("ExileActionSupply", resourceCulture); } } /// /// Looks up a localized string similar to Exile {card}. /// internal static string ExileCard { get { return ResourceManager.GetString("ExileCard", resourceCulture); } } /// /// Looks up a localized string similar to Exile a non-Victory card from the Supply. /// internal static string ExileNonVictoryFromSupply { get { return ResourceManager.GetString("ExileNonVictoryFromSupply", resourceCulture); } } /// /// Looks up a localized string similar to from {card}. /// internal static string FromCard { get { return ResourceManager.GetString("FromCard", resourceCulture); } } /// /// Looks up a localized string similar to Gain +<vp>1</vp> & Silver. /// internal static string Gain1VPAndSilver { get { return ResourceManager.GetString("Gain1VPAndSilver", resourceCulture); } } /// /// Looks up a localized string similar to Gain 2 Coffers. /// internal static string Gain2Coffers { get { return ResourceManager.GetString("Gain2Coffers", resourceCulture); } } /// /// Looks up a localized string similar to Gain 2 Coppers. /// internal static string Gain2Coppers { get { return ResourceManager.GetString("Gain2Coppers", resourceCulture); } } /// /// Looks up a localized string similar to Gain 2 Ruins. /// internal static string Gain2Ruins { get { return ResourceManager.GetString("Gain2Ruins", resourceCulture); } } /// /// Looks up a localized string similar to Gain a copy. /// internal static string GainACopy { get { return ResourceManager.GetString("GainACopy", resourceCulture); } } /// /// Looks up a localized string similar to Gain an Action card. /// internal static string GainAction { get { return ResourceManager.GetString("GainAction", resourceCulture); } } /// /// Looks up a localized string similar to Gain an Action card from the trash. /// internal static string GainActionFromTrash { get { return ResourceManager.GetString("GainActionFromTrash", resourceCulture); } } /// /// Looks up a localized string similar to Gain a card. /// internal static string GainCard { get { return ResourceManager.GetString("GainCard", resourceCulture); } } /// /// Looks up a localized string similar to Choose which cards you'd like to gain from the trash.. /// internal static string GainCardsFromTrash { get { return ResourceManager.GetString("GainCardsFromTrash", resourceCulture); } } /// /// Looks up a localized string similar to Gain a card costing less. /// internal static string GainCheaper { get { return ResourceManager.GetString("GainCheaper", resourceCulture); } } /// /// Looks up a localized string similar to Gain 1 Coffers & 1 Villager. /// internal static string GainCoffersAndVillager { get { return ResourceManager.GetString("GainCoffersAndVillager", resourceCulture); } } /// /// Looks up a localized string similar to Gain a Curse. /// internal static string GainCurse { get { return ResourceManager.GetString("GainCurse", resourceCulture); } } /// /// Looks up a localized string similar to Gain a card from an Action Supply pile. /// internal static string GainFromActionSupplies { get { return ResourceManager.GetString("GainFromActionSupplies", resourceCulture); } } /// /// Looks up a localized string similar to Gain a card you have in play. /// internal static string GainFromPlay { get { return ResourceManager.GetString("GainFromPlay", resourceCulture); } } /// /// Looks up a localized string similar to Gain a Gold. /// internal static string GainGold { get { return ResourceManager.GetString("GainGold", resourceCulture); } } /// /// Looks up a localized string similar to Gain a Horse. /// internal static string GainHorse { get { return ResourceManager.GetString("GainHorse", resourceCulture); } } /// /// Looks up a localized string similar to You are gaining {card}. /// internal static string GainingCard { get { return ResourceManager.GetString("GainingCard", resourceCulture); } } /// /// Looks up a localized string similar to Gain a Silver. /// internal static string GainSilver { get { return ResourceManager.GetString("GainSilver", resourceCulture); } } /// /// Looks up a localized string similar to You may gain a card to put on your deck. /// internal static string GainToTopOfDeck { get { return ResourceManager.GetString("GainToTopOfDeck", resourceCulture); } } /// /// Looks up a localized string similar to Gain a card costing up to <coin>4</coin>. /// internal static string GainUpTo4 { get { return ResourceManager.GetString("GainUpTo4", resourceCulture); } } /// /// Looks up a localized string similar to Gain a card onto your deck costing up to <coin>4</coin>. /// internal static string GainUpTo4ToDeck { get { return ResourceManager.GetString("GainUpTo4ToDeck", resourceCulture); } } /// /// Looks up a localized string similar to Gain a card to your hand costing up to <coin>4</coin>. /// internal static string GainUpTo4ToHand { get { return ResourceManager.GetString("GainUpTo4ToHand", resourceCulture); } } /// /// Looks up a localized string similar to Gain a card costing up to <coin>5</coin>. /// internal static string GainUpTo5 { get { return ResourceManager.GetString("GainUpTo5", resourceCulture); } } /// /// Looks up a localized string similar to Gain a card to your hand costing up to <coin>5</coin>. /// internal static string GainUpTo5ToHand { get { return ResourceManager.GetString("GainUpTo5ToHand", resourceCulture); } } /// /// Looks up a localized string similar to Gain a card costing up to <coin>6</coin>. /// internal static string GainUpTo6 { get { return ResourceManager.GetString("GainUpTo6", resourceCulture); } } /// /// Looks up a localized string similar to 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.. /// internal static string Guilds_Advisor_First_Text { get { return ResourceManager.GetString("Guilds_Advisor_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Advisor. /// internal static string Guilds_Advisor_Name { get { return ResourceManager.GetString("Guilds_Advisor_Name", resourceCulture); } } /// /// Looks up a localized string similar to Reveal the top 3 cards of your deck. The player to your left chooses one of them. Discard that card and put the rest into your hand.. /// internal static string Guilds_Advisor_Second_Text { get { return ResourceManager.GetString("Guilds_Advisor_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Take a Coin token.<br/>Setup: Each player takes a Coin token.. /// internal static string Guilds_Baker_First_Text { get { return ResourceManager.GetString("Guilds_Baker_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Baker. /// internal static string Guilds_Baker_Name { get { return ResourceManager.GetString("Guilds_Baker_Name", resourceCulture); } } /// /// Looks up a localized string similar to <br/>Setup: Each player gets <b>+1<nbsp/>Coffers</b>.. /// internal static string Guilds_Baker_Second_Text { get { return ResourceManager.GetString("Guilds_Baker_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to 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.. /// internal static string Guilds_Butcher_First_Text { get { return ResourceManager.GetString("Guilds_Butcher_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Butcher. /// internal static string Guilds_Butcher_Name { get { return ResourceManager.GetString("Guilds_Butcher_Name", resourceCulture); } } /// /// Looks up a localized string similar to You may trash a card from your hand. If you do, remove any number of tokens from your Coffers and gain a card, costing up to the cost of the trashed card plus <coin>1</coin> per token removed.. /// internal static string Guilds_Butcher_Second_Text { get { return ResourceManager.GetString("Guilds_Butcher_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Take a Coin Token.. /// internal static string Guilds_CandlestickMaker_First_Text { get { return ResourceManager.GetString("Guilds_CandlestickMaker_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Candlestick Maker. /// internal static string Guilds_CandlestickMaker_Name { get { return ResourceManager.GetString("Guilds_CandlestickMaker_Name", resourceCulture); } } /// /// Looks up a localized string similar to Name a card. Reveal the top 3 cards of your deck. Trash the matches. Put the rest back on top in any order.<br/>When you buy this, you may overpay for it. For each <coin>1</coin> you overpaid, look at the top card of your deck; trash it, discard it, or put it back.. /// internal static string Guilds_Doctor_First_Text { get { return ResourceManager.GetString("Guilds_Doctor_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Doctor. /// internal static string Guilds_Doctor_Name { get { return ResourceManager.GetString("Guilds_Doctor_Name", resourceCulture); } } /// /// Looks up a localized string similar to Name a card. Reveal the top 3 cards of your deck. Trash the matches. Put the rest back in any order.<br/>When you buy this, you may overpay for it. For each <coin>1</coin> you overpaid, look at the top card of your deck; trash it, discard it, or put it back.. /// internal static string Guilds_Doctor_Second_Text { get { return ResourceManager.GetString("Guilds_Doctor_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Reveal the top card of your deck. If it is an Action, play it.<br/>When you buy this, you may overpay for it. For each <coin>1</coin> you overpaid, look through your discard pile and put a card from it on top of your deck.. /// internal static string Guilds_Herald_First_Text { get { return ResourceManager.GetString("Guilds_Herald_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Herald. /// internal static string Guilds_Herald_Name { get { return ResourceManager.GetString("Guilds_Herald_Name", resourceCulture); } } /// /// Looks up a localized string similar to Reveal the top card of your deck. If it is an Action, play it.<br/>When you buy this, you may overpay for it. For each <coin>1</coin> you overpaid, look through your discard pile and put a card from it onto your deck.. /// internal static string Guilds_Herald_Second_Text { get { return ResourceManager.GetString("Guilds_Herald_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to 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.. /// internal static string Guilds_Journeyman_First_Text { get { return ResourceManager.GetString("Guilds_Journeyman_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Journeyman. /// internal static string Guilds_Journeyman_Name { get { return ResourceManager.GetString("Guilds_Journeyman_Name", resourceCulture); } } /// /// Looks up a localized string similar to Name a card. Reveal cards from your deck until you reveal 3 cards without that name. Put those cards into your hand and discard the rest.. /// internal static string Guilds_Journeyman_Second_Text { get { return ResourceManager.GetString("Guilds_Journeyman_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to <br/>When you buy this, you may overpay for it. If you do, gain a Silver per <coin>1</coin> you overpaid.. /// internal static string Guilds_Masterpiece_First_Text { get { return ResourceManager.GetString("Guilds_Masterpiece_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Masterpiece. /// internal static string Guilds_Masterpiece_Name { get { return ResourceManager.GetString("Guilds_Masterpiece_Name", resourceCulture); } } /// /// Looks up a localized string similar to <br/>When you buy this, you may overpay for it. For each <coin>1</coin> you overpaid, gain a Silver.. /// internal static string Guilds_Masterpiece_Second_Text { get { return ResourceManager.GetString("Guilds_Masterpiece_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to <br/>While this is in play, when you buy a card, take a Coin token.. /// internal static string Guilds_MerchantGuild_First_Text { get { return ResourceManager.GetString("Guilds_MerchantGuild_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Merchant Guild. /// internal static string Guilds_MerchantGuild_Name { get { return ResourceManager.GetString("Guilds_MerchantGuild_Name", resourceCulture); } } /// /// Looks up a localized string similar to <br/>While this is in play, when you buy a card, <b>+1<nbsp/>Coffers</b>.. /// internal static string Guilds_MerchantGuild_Second_Text { get { return ResourceManager.GetString("Guilds_MerchantGuild_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to You may discard a Treasure card.<nl/>If you do, take a Coin token.. /// internal static string Guilds_Plaza_First_Text { get { return ResourceManager.GetString("Guilds_Plaza_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Plaza. /// internal static string Guilds_Plaza_Name { get { return ResourceManager.GetString("Guilds_Plaza_Name", resourceCulture); } } /// /// Looks up a localized string similar to <nl/>You may discard a Treasure for <b>+1<nbsp/>Coffers</b>.. /// internal static string Guilds_Plaza_Second_Text { get { return ResourceManager.GetString("Guilds_Plaza_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Gain a Gold. Each other player gains a Curse. Each player who did draws a card.. /// internal static string Guilds_Soothsayer_First_Text { get { return ResourceManager.GetString("Guilds_Soothsayer_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Soothsayer. /// internal static string Guilds_Soothsayer_Name { get { return ResourceManager.GetString("Guilds_Soothsayer_Name", resourceCulture); } } /// /// Looks up a localized string similar to Gain a Gold. Each other player gains a Curse, and if they did, draws a card.. /// internal static string Guilds_Soothsayer_Second_Text { get { return ResourceManager.GetString("Guilds_Soothsayer_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Trash a card from your hand, Gain 2 cards each costing less than it.<br/>When you buy this, you may overpay for it.<nl/>If you do, gain 2 Action cards each costing the amount you overpaid.. /// internal static string Guilds_Stonemason_First_Text { get { return ResourceManager.GetString("Guilds_Stonemason_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Stonemason. /// internal static string Guilds_Stonemason_Name { get { return ResourceManager.GetString("Guilds_Stonemason_Name", resourceCulture); } } /// /// Looks up a localized string similar to Trash a card from your hand. Gain 2 cards each costing less than it.<br/>When you buy this, you may overpay for it. If you do, gain 2 Action cards each costing the amount you overpaid.. /// internal static string Guilds_Stonemason_Second_Text { get { return ResourceManager.GetString("Guilds_Stonemason_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to 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 <coin>3</coin> more than the trashed card, putting it on top of your deck.. /// internal static string Guilds_Taxman_First_Text { get { return ResourceManager.GetString("Guilds_Taxman_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Taxman. /// internal static string Guilds_Taxman_Name { get { return ResourceManager.GetString("Guilds_Taxman_Name", resourceCulture); } } /// /// Looks up a localized string similar to You may trash a Treasure from your hand. Each other player with 5 or more cards in hand discards a copy of it (or reveals they can't). Gain a Treasure onto your deck costing up to <coin>3</coin> more than it.. /// internal static string Guilds_Taxman_Second_Text { get { return ResourceManager.GetString("Guilds_Taxman_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Put {card} into your hand or onto your deck?. /// internal static string HandOrTopDeck { get { return ResourceManager.GetString("HandOrTopDeck", resourceCulture); } } /// /// Looks up a localized string similar to <br/>When you gain this, gain a card costing less than this.. /// internal static string Hinterlands_BorderVillage_First_Text { get { return ResourceManager.GetString("Hinterlands_BorderVillage_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Border Village. /// internal static string Hinterlands_BorderVillage_Name { get { return ResourceManager.GetString("Hinterlands_BorderVillage_Name", resourceCulture); } } /// /// Looks up a localized string similar to <br/>When you gain this, gain a cheaper card.. /// internal static string Hinterlands_BorderVillage_Second_Text { get { return ResourceManager.GetString("Hinterlands_BorderVillage_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to <br/>When you gain this, gain two Coppers.. /// internal static string Hinterlands_Cache_First_Text { get { return ResourceManager.GetString("Hinterlands_Cache_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Cache. /// internal static string Hinterlands_Cache_Name { get { return ResourceManager.GetString("Hinterlands_Cache_Name", resourceCulture); } } /// /// Looks up a localized string similar to <br/>When you gain this, gain 2 Coppers.. /// internal static string Hinterlands_Cache_Second_Text { get { return ResourceManager.GetString("Hinterlands_Cache_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Look at the top 4 cards of your deck. Discard any number of them. Put the rest back on top in any order.. /// internal static string Hinterlands_Cartographer_First_Text { get { return ResourceManager.GetString("Hinterlands_Cartographer_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Cartographer. /// internal static string Hinterlands_Cartographer_Name { get { return ResourceManager.GetString("Hinterlands_Cartographer_Name", resourceCulture); } } /// /// Looks up a localized string similar to Look at the top 4 cards of your deck. Discard any number of them, then put the rest back in any order.. /// internal static string Hinterlands_Cartographer_Second_Text { get { return ResourceManager.GetString("Hinterlands_Cartographer_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Reveal your hand. +1 Card per Victory card revealed. If this is the first time you played a Crossroads this turn, +3 Actions.. /// internal static string Hinterlands_Crossroads_First_Text { get { return ResourceManager.GetString("Hinterlands_Crossroads_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Crossroads. /// internal static string Hinterlands_Crossroads_Name { get { return ResourceManager.GetString("Hinterlands_Crossroads_Name", resourceCulture); } } /// /// Looks up a localized string similar to Reveal your hand. <b>+1 Card</b> per Victory card revealed. If this is the first time you played a Crossroads this turn, <b>+3 Actions</b>.. /// internal static string Hinterlands_Crossroads_Second_Text { get { return ResourceManager.GetString("Hinterlands_Crossroads_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Trash a card from your hand. Gain a card costing exactly <coin>1</coin> more than it and a card costing exactly <coin>1</coin> less than it, in either order, putting them on top of your deck.. /// internal static string Hinterlands_Develop_First_Text { get { return ResourceManager.GetString("Hinterlands_Develop_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Develop. /// internal static string Hinterlands_Develop_Name { get { return ResourceManager.GetString("Hinterlands_Develop_Name", resourceCulture); } } /// /// Looks up a localized string similar to Trash a card from your hand. Gain two cards onto your deck, with one costing exactly <coin>1</coin> more than it, one costing exactly <coin>1</coin> less than it, in either order.. /// internal static string Hinterlands_Develop_Second_Text { get { return ResourceManager.GetString("Hinterlands_Develop_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Each player (including you) looks at the top card of his deck, and discards it or puts it back.<br/>In games using this, when you gain a Duchy, you may gain a Duchess.. /// internal static string Hinterlands_Duchess_First_Text { get { return ResourceManager.GetString("Hinterlands_Duchess_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Duchess. /// internal static string Hinterlands_Duchess_Name { get { return ResourceManager.GetString("Hinterlands_Duchess_Name", resourceCulture); } } /// /// Looks up a localized string similar to Each player (including you) looks at the top card of their deck and may discard it.<br/>In games using this, when you gain a Duchy, you may gain a Duchess.. /// internal static string Hinterlands_Duchess_Second_Text { get { return ResourceManager.GetString("Hinterlands_Duchess_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Embassy. /// internal static string Hinterlands_Embassy_Name { get { return ResourceManager.GetString("Hinterlands_Embassy_Name", resourceCulture); } } /// /// Looks up a localized string similar to Discard 3 cards.<br/>When you gain this, each other player gains a Silver.. /// internal static string Hinterlands_Embassy_Text { get { return ResourceManager.GetString("Hinterlands_Embassy_Text", resourceCulture); } } /// /// Looks up a localized string similar to <br/>When you buy this, trash a card from your hand.<nl/>Gain a card costing exactly <coin>2</coin> more than the trashed card.. /// internal static string Hinterlands_Farmland_First_Text { get { return ResourceManager.GetString("Hinterlands_Farmland_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Farmland. /// internal static string Hinterlands_Farmland_Name { get { return ResourceManager.GetString("Hinterlands_Farmland_Name", resourceCulture); } } /// /// Looks up a localized string similar to <br/>When you buy this, trash a card from your hand and gain a card costing exactly <coin>2</coin> more than it.. /// internal static string Hinterlands_Farmland_Second_Text { get { return ResourceManager.GetString("Hinterlands_Farmland_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to If this is the first time you played a Fool's Gold this turn, this is worth <coin>1</coin>, otherwise it's worth <coin>4</coin>.<br/>When another player gains a Province, you may trash this from your hand. If you do, gain a Gold, putting it on your deck.. /// internal static string Hinterlands_FoolsGold_First_Text { get { return ResourceManager.GetString("Hinterlands_FoolsGold_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Fool's Gold. /// internal static string Hinterlands_FoolsGold_Name { get { return ResourceManager.GetString("Hinterlands_FoolsGold_Name", resourceCulture); } } /// /// Looks up a localized string similar to Worth <coin>1</coin> if it's the first time you played a Fool's Gold this turn, otherwise worth <coin>4</coin>.<br/>When another player gains a Province, you may trash this from your hand, to gain a Gold onto your deck.. /// internal static string Hinterlands_FoolsGold_Second_Text { get { return ResourceManager.GetString("Hinterlands_FoolsGold_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to <br/>While this is in play, when you buy a card, gain a card costing less than it that is not a Victory card.. /// internal static string Hinterlands_Haggler_First_Text { get { return ResourceManager.GetString("Hinterlands_Haggler_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Haggler. /// internal static string Hinterlands_Haggler_Name { get { return ResourceManager.GetString("Hinterlands_Haggler_Name", resourceCulture); } } /// /// Looks up a localized string similar to <br/>While this is in play, when you buy a card, gain a cheaper non-Victory card.. /// internal static string Hinterlands_Haggler_Second_Text { get { return ResourceManager.GetString("Hinterlands_Haggler_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Highway. /// internal static string Hinterlands_Highway_Name { get { return ResourceManager.GetString("Hinterlands_Highway_Name", resourceCulture); } } /// /// Looks up a localized string similar to <br/>While this is in play, cards cost <coin>1</coin> less, but not less than <coin>0</coin>.. /// internal static string Hinterlands_Highway_Text { get { return ResourceManager.GetString("Hinterlands_Highway_Text", resourceCulture); } } /// /// Looks up a localized string similar to When you play this, you may gain a Copper, putting it into your hand.<br/>When you gain this, each other player gains a Curse.. /// internal static string Hinterlands_IllGottenGains_First_Text { get { return ResourceManager.GetString("Hinterlands_IllGottenGains_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Ill-Gotten Gains. /// internal static string Hinterlands_IllGottenGains_Name { get { return ResourceManager.GetString("Hinterlands_IllGottenGains_Name", resourceCulture); } } /// /// Looks up a localized string similar to When you play this, you may gain a Copper to your hand.<br/>When you gain this, each other player gains a Curse.. /// internal static string Hinterlands_IllGottenGains_Second_Text { get { return ResourceManager.GetString("Hinterlands_IllGottenGains_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Discard 2 cards.<br/>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.. /// internal static string Hinterlands_Inn_First_Text { get { return ResourceManager.GetString("Hinterlands_Inn_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Inn. /// internal static string Hinterlands_Inn_Name { get { return ResourceManager.GetString("Hinterlands_Inn_Name", resourceCulture); } } /// /// Looks up a localized string similar to Discard 2 cards.<br/>When you gain this, look through your discard pile, reveal any number of Action cards from it (which can include this), and shuffle them into your deck.. /// internal static string Hinterlands_Inn_Second_Text { get { return ResourceManager.GetString("Hinterlands_Inn_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Gain a Silver.<nl/><nl/>Look at the top card of your deck; discard it or put it back.<nl/><nl/>Draw until you have 5 cards in hand.<nl/><nl/>You may trash a card from your hand that is not a Treasure.. /// internal static string Hinterlands_JackOfAllTrades_First_Text { get { return ResourceManager.GetString("Hinterlands_JackOfAllTrades_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Jack of all Trades. /// internal static string Hinterlands_JackOfAllTrades_Name { get { return ResourceManager.GetString("Hinterlands_JackOfAllTrades_Name", resourceCulture); } } /// /// Looks up a localized string similar to Gain a Silver.<nl/>Look at the top card of your deck; you may discard it.<nl/>Draw until you have 5 cards in hand.<nl/>You may trash a non-Treasure card from your hand.. /// internal static string Hinterlands_JackOfAllTrades_Second_Text { get { return ResourceManager.GetString("Hinterlands_JackOfAllTrades_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Put a card from your hand on top of your deck.<br/>When you gain this, put all Treasures you have in play on top of your deck in any order.. /// internal static string Hinterlands_Mandarin_First_Text { get { return ResourceManager.GetString("Hinterlands_Mandarin_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Mandarin. /// internal static string Hinterlands_Mandarin_Name { get { return ResourceManager.GetString("Hinterlands_Mandarin_Name", resourceCulture); } } /// /// Looks up a localized string similar to Put a card from your hand onto your deck.<br/>When you gain this, put all Treasures you have in play onto your deck in any order.. /// internal static string Hinterlands_Mandarin_Second_Text { get { return ResourceManager.GetString("Hinterlands_Mandarin_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Margrave. /// internal static string Hinterlands_Margrave_Name { get { return ResourceManager.GetString("Hinterlands_Margrave_Name", resourceCulture); } } /// /// Looks up a localized string similar to Each other player draws a card, then discards down to 3 cards in hand.. /// internal static string Hinterlands_Margrave_Text { get { return ResourceManager.GetString("Hinterlands_Margrave_Text", resourceCulture); } } /// /// Looks up a localized string similar to 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.. /// internal static string Hinterlands_NobleBrigand_First_Text { get { return ResourceManager.GetString("Hinterlands_NobleBrigand_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Noble Brigand. /// internal static string Hinterlands_NobleBrigand_Name { get { return ResourceManager.GetString("Hinterlands_NobleBrigand_Name", resourceCulture); } } /// /// Looks up a localized string similar to When you buy or play this, each other player reveals the top 2 cards of their deck, trashes a revealed Silver or Gold you choose, discards the rest, and gains a Copper if they didn't reveal a Treasure. You gain the trashed cards.. /// internal static string Hinterlands_NobleBrigand_Second_Text { get { return ResourceManager.GetString("Hinterlands_NobleBrigand_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to <br/>When you gain this, put it on top of your deck.. /// internal static string Hinterlands_NomadCamp_First_Text { get { return ResourceManager.GetString("Hinterlands_NomadCamp_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Nomad Camp. /// internal static string Hinterlands_NomadCamp_Name { get { return ResourceManager.GetString("Hinterlands_NomadCamp_Name", resourceCulture); } } /// /// Looks up a localized string similar to <br/>This is gained onto your deck (instead of to your discard pile).. /// internal static string Hinterlands_NomadCamp_Second_Text { get { return ResourceManager.GetString("Hinterlands_NomadCamp_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Oasis. /// internal static string Hinterlands_Oasis_Name { get { return ResourceManager.GetString("Hinterlands_Oasis_Name", resourceCulture); } } /// /// Looks up a localized string similar to Discard a card.. /// internal static string Hinterlands_Oasis_Text { get { return ResourceManager.GetString("Hinterlands_Oasis_Text", resourceCulture); } } /// /// Looks up a localized string similar to Each player (including you) reveals the top 2 cards of his deck, and you choose one: he discards them, or he puts them back on top in an order he chooses.<nl/><nl/><benefit/>. /// internal static string Hinterlands_Oracle_First_Text { get { return ResourceManager.GetString("Hinterlands_Oracle_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Oracle. /// internal static string Hinterlands_Oracle_Name { get { return ResourceManager.GetString("Hinterlands_Oracle_Name", resourceCulture); } } /// /// Looks up a localized string similar to Each player (including you) reveals the top 2 cards of their deck, and discards them or puts them back, your choice. They choose the order to return them. Afterwards, you draw 2 cards.. /// internal static string Hinterlands_Oracle_Second_Text { get { return ResourceManager.GetString("Hinterlands_Oracle_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to 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.. /// internal static string Hinterlands_Scheme_First_Text { get { return ResourceManager.GetString("Hinterlands_Scheme_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Scheme. /// internal static string Hinterlands_Scheme_Name { get { return ResourceManager.GetString("Hinterlands_Scheme_Name", resourceCulture); } } /// /// Looks up a localized string similar to This turn, you may put one of your Action cards onto your deck when you discard it from play.. /// internal static string Hinterlands_Scheme_Second_Text { get { return ResourceManager.GetString("Hinterlands_Scheme_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Worth <vp>1</vp> for every 4 Victory cards in your deck (rounded down).. /// internal static string Hinterlands_SilkRoad_First_Text { get { return ResourceManager.GetString("Hinterlands_SilkRoad_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Silk Road. /// internal static string Hinterlands_SilkRoad_Name { get { return ResourceManager.GetString("Hinterlands_SilkRoad_Name", resourceCulture); } } /// /// Looks up a localized string similar to Worth <vp>1</vp> for every 4 Victory cards you have (round down).. /// internal static string Hinterlands_SilkRoad_Second_Text { get { return ResourceManager.GetString("Hinterlands_SilkRoad_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to You may trash a Treasure card from your hand. If you do, choose one:<nl/>+2 Cards and +1 Action;<nl/>or +<coin>2</coin> and +1 Buy.. /// internal static string Hinterlands_SpiceMerchant_First_Text { get { return ResourceManager.GetString("Hinterlands_SpiceMerchant_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Spice Merchant. /// internal static string Hinterlands_SpiceMerchant_Name { get { return ResourceManager.GetString("Hinterlands_SpiceMerchant_Name", resourceCulture); } } /// /// Looks up a localized string similar to You may trash a Treasure from your hand to choose one:<nl/><b>+2<nbsp/>Cards</b> and <b>+1<nbsp/>Action</b>;<nl/>or <b>+1<nbsp/>Buy</b> and <b>+</b><coin>2</coin>.. /// internal static string Hinterlands_SpiceMerchant_Second_Text { get { return ResourceManager.GetString("Hinterlands_SpiceMerchant_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to You may discard a Treasure.<nl/>If you do, +3 Cards and +1 Action.. /// internal static string Hinterlands_Stables_First_Text { get { return ResourceManager.GetString("Hinterlands_Stables_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Stables. /// internal static string Hinterlands_Stables_Name { get { return ResourceManager.GetString("Hinterlands_Stables_Name", resourceCulture); } } /// /// Looks up a localized string similar to You may discard a Treasure, for <b>+3<nbsp/>Cards</b> and <b>+1<nbsp/>Action</b>.. /// internal static string Hinterlands_Stables_Second_Text { get { return ResourceManager.GetString("Hinterlands_Stables_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Trash a card from your hand.<nl/>Gain a number of Silvers equal to its cost in coins.<br/>When you would gain a card, you may reveal this from your hand. If you do, instead, gain a Silver.. /// internal static string Hinterlands_Trader_First_Text { get { return ResourceManager.GetString("Hinterlands_Trader_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Trader. /// internal static string Hinterlands_Trader_Name { get { return ResourceManager.GetString("Hinterlands_Trader_Name", resourceCulture); } } /// /// Looks up a localized string similar to Trash a card from your hand.<nl/>Gain a Silver per <coin>1</coin> it costs.<br/>When you would gain a card, you may reveal this from your hand, to instead gain a Silver.. /// internal static string Hinterlands_Trader_Second_Text { get { return ResourceManager.GetString("Hinterlands_Trader_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to <br/>When you discard this other than during a Clean-up phase, you may reveal it. If you do, gain a Gold.. /// internal static string Hinterlands_Tunnel_First_Text { get { return ResourceManager.GetString("Hinterlands_Tunnel_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Tunnel. /// internal static string Hinterlands_Tunnel_Name { get { return ResourceManager.GetString("Hinterlands_Tunnel_Name", resourceCulture); } } /// /// Looks up a localized string similar to <br/>When you discard this other than during Clean-up, you may reveal it to gain a Gold.. /// internal static string Hinterlands_Tunnel_Second_Text { get { return ResourceManager.GetString("Hinterlands_Tunnel_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Found incorrect number of cards. Should return exactly 1. /// internal static string IncorrectNumberFound { get { return ResourceManager.GetString("IncorrectNumberFound", resourceCulture); } } /// /// Looks up a localized string similar to You may discard an Estate card.<nl/>If you do, +<coin>4</coin>.<nl/>Otherwise, gain an Estate card.. /// internal static string Intrigue_Baron_First_Text { get { return ResourceManager.GetString("Intrigue_Baron_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Baron. /// internal static string Intrigue_Baron_Name { get { return ResourceManager.GetString("Intrigue_Baron_Name", resourceCulture); } } /// /// Looks up a localized string similar to You may discard an Estate for +<coin>4</coin>. If you don't, gain an Estate.. /// internal static string Intrigue_Baron_Second_Text { get { return ResourceManager.GetString("Intrigue_Baron_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to All cards (including cards in players' hands) cost <coin>1</coin> less this turn, but not less than <coin>0</coin>. /// internal static string Intrigue_Bridge_First_Text { get { return ResourceManager.GetString("Intrigue_Bridge_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Bridge. /// internal static string Intrigue_Bridge_Name { get { return ResourceManager.GetString("Intrigue_Bridge_Name", resourceCulture); } } /// /// Looks up a localized string similar to This turn, cards (everywhere) cost <coin>1</coin> less, but not less than <coin>0</coin>.. /// internal static string Intrigue_Bridge_Second_Text { get { return ResourceManager.GetString("Intrigue_Bridge_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to If you've played 3 or more Actions this turn (counting this): +1<nbsp/>Card, +1<nbsp/>Action. /// internal static string Intrigue_Conspirator_First_Text { get { return ResourceManager.GetString("Intrigue_Conspirator_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Conspirator. /// internal static string Intrigue_Conspirator_Name { get { return ResourceManager.GetString("Intrigue_Conspirator_Name", resourceCulture); } } /// /// Looks up a localized string similar to If you've played 3 or more Actions this turn (counting this), <b>+1<nbsp/>Card</b> and <b>+1<nbsp/>Action</b>.. /// internal static string Intrigue_Conspirator_Second_Text { get { return ResourceManager.GetString("Intrigue_Conspirator_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Coppersmith. /// internal static string Intrigue_Coppersmith_Name { get { return ResourceManager.GetString("Intrigue_Coppersmith_Name", resourceCulture); } } /// /// Looks up a localized string similar to Copper produces an extra <coin>1</coin> this turn.. /// internal static string Intrigue_Coppersmith_Text { get { return ResourceManager.GetString("Intrigue_Coppersmith_Text", resourceCulture); } } /// /// Looks up a localized string similar to Courtier. /// internal static string Intrigue_Courtier_Name { get { return ResourceManager.GetString("Intrigue_Courtier_Name", resourceCulture); } } /// /// Looks up a localized string similar to Reveal a card from your hand. For each type it has (Action, Attack, etc.), choose one: <b>+1<nbsp/>Action</b>; or <b>+1<nbsp/>Buy</b>; or +<coin>3</coin>; or gain a Gold. The choices must be different.. /// internal static string Intrigue_Courtier_Text { get { return ResourceManager.GetString("Intrigue_Courtier_Text", resourceCulture); } } /// /// Looks up a localized string similar to Put a card from your hand on top of your deck.. /// internal static string Intrigue_Courtyard_First_Text { get { return ResourceManager.GetString("Intrigue_Courtyard_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Courtyard. /// internal static string Intrigue_Courtyard_Name { get { return ResourceManager.GetString("Intrigue_Courtyard_Name", resourceCulture); } } /// /// Looks up a localized string similar to Put a card from your hand onto your deck.. /// internal static string Intrigue_Courtyard_Second_Text { get { return ResourceManager.GetString("Intrigue_Courtyard_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Diplomat. /// internal static string Intrigue_Diplomat_Name { get { return ResourceManager.GetString("Intrigue_Diplomat_Name", resourceCulture); } } /// /// Looks up a localized string similar to If you have 5 or fewer cards in hand (after drawing), <b>+2<nbsp/>Actions</b>.<br/>When another player plays an Attack card, you may first reveal this from a hand of 5 or more cards, to draw 2 cards then discard 3.. /// internal static string Intrigue_Diplomat_Text { get { return ResourceManager.GetString("Intrigue_Diplomat_Text", resourceCulture); } } /// /// Looks up a localized string similar to Duke. /// internal static string Intrigue_Duke_Name { get { return ResourceManager.GetString("Intrigue_Duke_Name", resourceCulture); } } /// /// Looks up a localized string similar to Worth <vp>1</vp> per Duchy you have.. /// internal static string Intrigue_Duke_Text { get { return ResourceManager.GetString("Intrigue_Duke_Text", resourceCulture); } } /// /// Looks up a localized string similar to Great Hall. /// internal static string Intrigue_GreatHall_Name { get { return ResourceManager.GetString("Intrigue_GreatHall_Name", resourceCulture); } } /// /// Looks up a localized string similar to Harem. /// internal static string Intrigue_Harem_Name { get { return ResourceManager.GetString("Intrigue_Harem_Name", resourceCulture); } } /// /// Looks up a localized string similar to Gain a card costing up to <coin>4</coin>.<nl/><nl/>If it is an...<nl/>Action card, +1 Action<nl/>Treasure card, +<coin>1</coin><nl/>Victory card, +1 Card. /// internal static string Intrigue_Ironworks_First_Text { get { return ResourceManager.GetString("Intrigue_Ironworks_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Ironworks. /// internal static string Intrigue_Ironworks_Name { get { return ResourceManager.GetString("Intrigue_Ironworks_Name", resourceCulture); } } /// /// Looks up a localized string similar to Gain a card costing up to <coin>4</coin>.<nl/>If the gained card is an...<nl/><nl/>Action card, <b>+1<nbsp/>Action</b><nl/>Treasure card, +<coin>1</coin><nl/>Victory card, <b>+1<nbsp/>Card</b>. /// internal static string Intrigue_Ironworks_Second_Text { get { return ResourceManager.GetString("Intrigue_Ironworks_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Lurker. /// internal static string Intrigue_Lurker_Name { get { return ResourceManager.GetString("Intrigue_Lurker_Name", resourceCulture); } } /// /// Looks up a localized string similar to Choose one: Trash an Action card from the Supply; or gain an Action card from the trash.. /// internal static string Intrigue_Lurker_Text { get { return ResourceManager.GetString("Intrigue_Lurker_Text", resourceCulture); } } /// /// Looks up a localized string similar to Each player passes a card from his hand to the left at once. Then you may trash a card from your hand.. /// internal static string Intrigue_Masquerade_First_Text { get { return ResourceManager.GetString("Intrigue_Masquerade_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Masquerade. /// internal static string Intrigue_Masquerade_Name { get { return ResourceManager.GetString("Intrigue_Masquerade_Name", resourceCulture); } } /// /// Looks up a localized string similar to Each player with any cards in hand passes one to the next such player to their left, at once. Then you may trash a card from your hand.. /// internal static string Intrigue_Masquerade_Second_Text { get { return ResourceManager.GetString("Intrigue_Masquerade_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Mill. /// internal static string Intrigue_Mill_Name { get { return ResourceManager.GetString("Intrigue_Mill_Name", resourceCulture); } } /// /// Looks up a localized string similar to You may discard 2 cards, for +<coin>2</coin>.. /// internal static string Intrigue_Mill_Text { get { return ResourceManager.GetString("Intrigue_Mill_Text", resourceCulture); } } /// /// Looks up a localized string similar to You may trash this card immediately.<nl/>If you do, +<coin>2</coin>. /// internal static string Intrigue_MiningVillage_First_Text { get { return ResourceManager.GetString("Intrigue_MiningVillage_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Mining Village. /// internal static string Intrigue_MiningVillage_Name { get { return ResourceManager.GetString("Intrigue_MiningVillage_Name", resourceCulture); } } /// /// Looks up a localized string similar to You may trash this for +<coin>2</coin>.. /// internal static string Intrigue_MiningVillage_Second_Text { get { return ResourceManager.GetString("Intrigue_MiningVillage_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Choose one: +<coin>2</coin>;<nl/>or discard your hand, +4<nbsp/>Cards, and each other player with at least 5 cards in hand discards his hand and draws 4 cards.. /// internal static string Intrigue_Minion_First_Text { get { return ResourceManager.GetString("Intrigue_Minion_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Minion. /// internal static string Intrigue_Minion_Name { get { return ResourceManager.GetString("Intrigue_Minion_Name", resourceCulture); } } /// /// Looks up a localized string similar to Choose one: +<coin>2</coin>;<nl/>or discard your hand, <b>+4<nbsp/>Cards</b>, and each other player with at least 5 cards in hand discards their hand and draws 4 cards.. /// internal static string Intrigue_Minion_Second_Text { get { return ResourceManager.GetString("Intrigue_Minion_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Choose one: +3<nbsp/>Cards; or +2<nbsp/>Actions.. /// internal static string Intrigue_Nobles_First_Text { get { return ResourceManager.GetString("Intrigue_Nobles_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Nobles. /// internal static string Intrigue_Nobles_Name { get { return ResourceManager.GetString("Intrigue_Nobles_Name", resourceCulture); } } /// /// Looks up a localized string similar to Choose one: <b>+3<nbsp/>Cards</b>; or <b>+2<nbsp/>Actions</b>.. /// internal static string Intrigue_Nobles_Second_Text { get { return ResourceManager.GetString("Intrigue_Nobles_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Patrol. /// internal static string Intrigue_Patrol_Name { get { return ResourceManager.GetString("Intrigue_Patrol_Name", resourceCulture); } } /// /// Looks up a localized string similar to Reveal the top 4 cards of your deck. Put the revealed Victory cards and Curses into your hand. Put the rest back in any order.. /// internal static string Intrigue_Patrol_Text { get { return ResourceManager.GetString("Intrigue_Patrol_Text", resourceCulture); } } /// /// Looks up a localized string similar to Choose two: +1<nbsp/>Card; +1<nbsp/>Action; +1<nbsp/>Buy; +<coin>1</coin>.<nl/>(The choices must be different.). /// internal static string Intrigue_Pawn_First_Text { get { return ResourceManager.GetString("Intrigue_Pawn_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Pawn. /// internal static string Intrigue_Pawn_Name { get { return ResourceManager.GetString("Intrigue_Pawn_Name", resourceCulture); } } /// /// Looks up a localized string similar to Choose two: <b>+1<nbsp/>Card</b>; <b>+1<nbsp/>Action</b>; <b>+1<nbsp/>Buy</b>; +<coin>1</coin>.<nl/>The choices must be different.. /// internal static string Intrigue_Pawn_Second_Text { get { return ResourceManager.GetString("Intrigue_Pawn_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Replace. /// internal static string Intrigue_Replace_Name { get { return ResourceManager.GetString("Intrigue_Replace_Name", resourceCulture); } } /// /// Looks up a localized string similar to Trash a card from your hand.<nl/>Gain a card costing up to <coin>2</coin> more than it. If the gained card is an Action or Treasure, put it onto your deck; if it's a Victory card, each other player gains a Curse.. /// internal static string Intrigue_Replace_Text { get { return ResourceManager.GetString("Intrigue_Replace_Text", resourceCulture); } } /// /// Looks up a localized string similar to Saboteur. /// internal static string Intrigue_Saboteur_Name { get { return ResourceManager.GetString("Intrigue_Saboteur_Name", resourceCulture); } } /// /// Looks up a localized string similar to Each other player reveals cards from the top of his deck until revealing one costing <coin>3</coin> or more. He trashes that card and may gain a card costing at most <coin>2</coin> less than it. He discards the other revealed cards.. /// internal static string Intrigue_Saboteur_Text { get { return ResourceManager.GetString("Intrigue_Saboteur_Text", resourceCulture); } } /// /// Looks up a localized string similar to Scout. /// internal static string Intrigue_Scout_Name { get { return ResourceManager.GetString("Intrigue_Scout_Name", resourceCulture); } } /// /// Looks up a localized string similar to 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.. /// internal static string Intrigue_Scout_Text { get { return ResourceManager.GetString("Intrigue_Scout_Text", resourceCulture); } } /// /// Looks up a localized string similar to Secret Chamber. /// internal static string Intrigue_SecretChamber_Name { get { return ResourceManager.GetString("Intrigue_SecretChamber_Name", resourceCulture); } } /// /// Looks up a localized string similar to Discard any number of cards.<nl/>+<coin>1</coin> per card discarded.<br/>When another player plays an Attack card, you may reveal this from your hand.<nl/>If you do, +2<nbsp/>Cards, then put 2 cards from your hand on top of your deck.. /// internal static string Intrigue_SecretChamber_Text { get { return ResourceManager.GetString("Intrigue_SecretChamber_Text", resourceCulture); } } /// /// Looks up a localized string similar to Secret Passage. /// internal static string Intrigue_SecretPassage_Name { get { return ResourceManager.GetString("Intrigue_SecretPassage_Name", resourceCulture); } } /// /// Looks up a localized string similar to Take a card from your hand and put it anywhere in your deck.. /// internal static string Intrigue_SecretPassage_Text { get { return ResourceManager.GetString("Intrigue_SecretPassage_Text", resourceCulture); } } /// /// Looks up a localized string similar to Reveal your hand.<nl/>If you have no Action cards in hand, +2<nbsp/>Cards.. /// internal static string Intrigue_ShantyTown_First_Text { get { return ResourceManager.GetString("Intrigue_ShantyTown_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Shanty Town. /// internal static string Intrigue_ShantyTown_Name { get { return ResourceManager.GetString("Intrigue_ShantyTown_Name", resourceCulture); } } /// /// Looks up a localized string similar to Reveal your hand. If you have no Action cards in hand, <b>+2<nbsp/>Cards</b>.. /// internal static string Intrigue_ShantyTown_Second_Text { get { return ResourceManager.GetString("Intrigue_ShantyTown_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Choose one: +2<nbsp/>Cards; or +<coin>2</coin>; or trash 2 cards from your hand.. /// internal static string Intrigue_Steward_First_Text { get { return ResourceManager.GetString("Intrigue_Steward_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Steward. /// internal static string Intrigue_Steward_Name { get { return ResourceManager.GetString("Intrigue_Steward_Name", resourceCulture); } } /// /// Looks up a localized string similar to Choose one: <b>+2<nbsp/>Cards</b>; or +<coin>2</coin>; or trash 2 cards from your hand.. /// internal static string Intrigue_Steward_Second_Text { get { return ResourceManager.GetString("Intrigue_Steward_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Each other player trashes the top card of his deck and gains a card with the same cost that you choose.. /// internal static string Intrigue_Swindler_First_Text { get { return ResourceManager.GetString("Intrigue_Swindler_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Swindler. /// internal static string Intrigue_Swindler_Name { get { return ResourceManager.GetString("Intrigue_Swindler_Name", resourceCulture); } } /// /// Looks up a localized string similar to Each other player trashes the top card of their deck and gains a card with the same cost that you choose.. /// internal static string Intrigue_Swindler_Second_Text { get { return ResourceManager.GetString("Intrigue_Swindler_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Each other player chooses one: he discards 2 cards; or he gains a Curse card, putting it in his hand.. /// internal static string Intrigue_Torturer_First_Text { get { return ResourceManager.GetString("Intrigue_Torturer_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Torturer. /// internal static string Intrigue_Torturer_Name { get { return ResourceManager.GetString("Intrigue_Torturer_Name", resourceCulture); } } /// /// Looks up a localized string similar to Each other player either discards 2 cards or gains a Curse to their hand, their choice. (They may pick an option they can't do.). /// internal static string Intrigue_Torturer_Second_Text { get { return ResourceManager.GetString("Intrigue_Torturer_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Trash 2 cards from your hand.<nl/>If you do, gain a Silver card; put it into your hand.. /// internal static string Intrigue_TradingPost_First_Text { get { return ResourceManager.GetString("Intrigue_TradingPost_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Trading Post. /// internal static string Intrigue_TradingPost_Name { get { return ResourceManager.GetString("Intrigue_TradingPost_Name", resourceCulture); } } /// /// Looks up a localized string similar to Trash 2 cards from your hand. If you did, gain a Silver to your hand.. /// internal static string Intrigue_TradingPost_Second_Text { get { return ResourceManager.GetString("Intrigue_TradingPost_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Tribute. /// internal static string Intrigue_Tribute_Name { get { return ResourceManager.GetString("Intrigue_Tribute_Name", resourceCulture); } } /// /// Looks up a localized string similar to The player to your left reveals then discards the top 2 cards of his deck.<nl/>For each differently named card revealed, if it is an...<nl/>Action Card, +2<nbsp/>Actions<nl/>Treasure Card, +<coin>2</coin><nl/>Victory Card, +2<nbsp/>Cards. /// internal static string Intrigue_Tribute_Text { get { return ResourceManager.GetString("Intrigue_Tribute_Text", resourceCulture); } } /// /// Looks up a localized string similar to Upgrade. /// internal static string Intrigue_Upgrade_Name { get { return ResourceManager.GetString("Intrigue_Upgrade_Name", resourceCulture); } } /// /// Looks up a localized string similar to Trash a card from your hand.<nl/>Gain a card costing exactly <coin>1</coin> more than it.. /// internal static string Intrigue_Upgrade_Text { get { return ResourceManager.GetString("Intrigue_Upgrade_Text", resourceCulture); } } /// /// Looks up a localized string similar to Name a card. Reveal the top card of your deck. If it's the named card, put it into your hand.. /// internal static string Intrigue_WishingWell_First_Text { get { return ResourceManager.GetString("Intrigue_WishingWell_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Wishing Well. /// internal static string Intrigue_WishingWell_Name { get { return ResourceManager.GetString("Intrigue_WishingWell_Name", resourceCulture); } } /// /// Looks up a localized string similar to Name a card, then reveal the top card of your deck. If you named it, put it into your hand.. /// internal static string Intrigue_WishingWell_Second_Text { get { return ResourceManager.GetString("Intrigue_WishingWell_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to You may play {card}. /// internal static string MayPlayCard { get { return ResourceManager.GetString("MayPlayCard", resourceCulture); } } /// /// Looks up a localized string similar to You may trash a Copper from your hand. /// internal static string MayTrashCopper { get { return ResourceManager.GetString("MayTrashCopper", resourceCulture); } } /// /// Looks up a localized string similar to Alliance. /// internal static string Menagerie_Alliance_Name { get { return ResourceManager.GetString("Menagerie_Alliance_Name", resourceCulture); } } /// /// Looks up a localized string similar to Gain a Province, a Duchy, an Estate, a Gold, a Silver, and a Copper.. /// internal static string Menagerie_Alliance_Text { get { return ResourceManager.GetString("Menagerie_Alliance_Text", resourceCulture); } } /// /// Looks up a localized string similar to Animal Fair. /// internal static string Menagerie_AnimalFair_Name { get { return ResourceManager.GetString("Menagerie_AnimalFair_Name", resourceCulture); } } /// /// Looks up a localized string similar to <b>+1<nbsp/>Buy</b> per empty supply pile.<br/>Instead of paying this card's cost, you may trash an Action card from your hand.. /// internal static string Menagerie_AnimalFair_Text { get { return ResourceManager.GetString("Menagerie_AnimalFair_Text", resourceCulture); } } /// /// Looks up a localized string similar to Banish. /// internal static string Menagerie_Banish_Name { get { return ResourceManager.GetString("Menagerie_Banish_Name", resourceCulture); } } /// /// Looks up a localized string similar to Exile any number of cards with the same name from your hand.. /// internal static string Menagerie_Banish_Text { get { return ResourceManager.GetString("Menagerie_Banish_Text", resourceCulture); } } /// /// Looks up a localized string similar to Bargain. /// internal static string Menagerie_Bargain_Name { get { return ResourceManager.GetString("Menagerie_Bargain_Name", resourceCulture); } } /// /// Looks up a localized string similar to Gain a non-Victory card costing up to <coin>5</coin>. <nl/>Each other player gains a Horse.. /// internal static string Menagerie_Bargain_Text { get { return ResourceManager.GetString("Menagerie_Bargain_Text", resourceCulture); } } /// /// Looks up a localized string similar to Barge. /// internal static string Menagerie_Barge_Name { get { return ResourceManager.GetString("Menagerie_Barge_Name", resourceCulture); } } /// /// Looks up a localized string similar to Either now or at the start of your next turn, <b>+3<nbsp/>Cards</b> and <b>+1<nbsp/>Buy</b>.. /// internal static string Menagerie_Barge_Text { get { return ResourceManager.GetString("Menagerie_Barge_Text", resourceCulture); } } /// /// Looks up a localized string similar to Black Cat. /// internal static string Menagerie_BlackCat_Name { get { return ResourceManager.GetString("Menagerie_BlackCat_Name", resourceCulture); } } /// /// Looks up a localized string similar to If it isn't your turn, each other player gains a Curse.<br/>When another player gains a Victory card, you may play this from your hand.. /// internal static string Menagerie_BlackCat_Text { get { return ResourceManager.GetString("Menagerie_BlackCat_Text", resourceCulture); } } /// /// Looks up a localized string similar to Bounty Hunter. /// internal static string Menagerie_BountyHunter_Name { get { return ResourceManager.GetString("Menagerie_BountyHunter_Name", resourceCulture); } } /// /// Looks up a localized string similar to Exile a card from your hand. If you didn't have a copy of it in Exile, +<coin>3</coin>.. /// internal static string Menagerie_BountyHunter_Text { get { return ResourceManager.GetString("Menagerie_BountyHunter_Text", resourceCulture); } } /// /// Looks up a localized string similar to Camel Train. /// internal static string Menagerie_CamelTrain_Name { get { return ResourceManager.GetString("Menagerie_CamelTrain_Name", resourceCulture); } } /// /// Looks up a localized string similar to Exile a non-Victory card from the Supply.<br/>When you gain this, Exile a Gold from the Supply.. /// internal static string Menagerie_CamelTrain_Text { get { return ResourceManager.GetString("Menagerie_CamelTrain_Text", resourceCulture); } } /// /// Looks up a localized string similar to Cardinal. /// internal static string Menagerie_Cardinal_Name { get { return ResourceManager.GetString("Menagerie_Cardinal_Name", resourceCulture); } } /// /// Looks up a localized string similar to Each other player reveals the top 2 cards of their deck, Exiles one costing from <coin>3</coin> to <coin>6</coin>, and discards the rest.. /// internal static string Menagerie_Cardinal_Text { get { return ResourceManager.GetString("Menagerie_Cardinal_Text", resourceCulture); } } /// /// Looks up a localized string similar to Cavalry. /// internal static string Menagerie_Cavalry_Name { get { return ResourceManager.GetString("Menagerie_Cavalry_Name", resourceCulture); } } /// /// Looks up a localized string similar to Gain 2 Horses.<br/>When you gain this, <b>+2<nbsp/>Cards</b>, <b>+1<nbsp/>Buy</b>, and if it's your Buy phase, return to your Action phase.. /// internal static string Menagerie_Cavalry_Text { get { return ResourceManager.GetString("Menagerie_Cavalry_Text", resourceCulture); } } /// /// Looks up a localized string similar to Commerce. /// internal static string Menagerie_Commerce_Name { get { return ResourceManager.GetString("Menagerie_Commerce_Name", resourceCulture); } } /// /// Looks up a localized string similar to Gain a Gold per differently named card you've gained this turn.. /// internal static string Menagerie_Commerce_Text { get { return ResourceManager.GetString("Menagerie_Commerce_Text", resourceCulture); } } /// /// Looks up a localized string similar to Coven. /// internal static string Menagerie_Coven_Name { get { return ResourceManager.GetString("Menagerie_Coven_Name", resourceCulture); } } /// /// Looks up a localized string similar to Each other player Exiles a Curse from the Supply. If they can't, they discard their Exiled Curses.. /// internal static string Menagerie_Coven_Text { get { return ResourceManager.GetString("Menagerie_Coven_Text", resourceCulture); } } /// /// Looks up a localized string similar to Delay. /// internal static string Menagerie_Delay_Name { get { return ResourceManager.GetString("Menagerie_Delay_Name", resourceCulture); } } /// /// Looks up a localized string similar to You may set aside an Action card from your hand. At the start of your next turn, play it.. /// internal static string Menagerie_Delay_Text { get { return ResourceManager.GetString("Menagerie_Delay_Text", resourceCulture); } } /// /// Looks up a localized string similar to Demand. /// internal static string Menagerie_Demand_Name { get { return ResourceManager.GetString("Menagerie_Demand_Name", resourceCulture); } } /// /// Looks up a localized string similar to Gain a Horse and a card costing up to <coin>4</coin>, both onto your deck.. /// internal static string Menagerie_Demand_Text { get { return ResourceManager.GetString("Menagerie_Demand_Text", resourceCulture); } } /// /// Looks up a localized string similar to Desperation. /// internal static string Menagerie_Desperation_Name { get { return ResourceManager.GetString("Menagerie_Desperation_Name", resourceCulture); } } /// /// Looks up a localized string similar to Once per turn: You may gain a Curse. If you do, <b>+1<nbsp/>Buy</b> and +<coin>2</coin>.. /// internal static string Menagerie_Desperation_Text { get { return ResourceManager.GetString("Menagerie_Desperation_Text", resourceCulture); } } /// /// Looks up a localized string similar to Destrier. /// internal static string Menagerie_Destrier_Name { get { return ResourceManager.GetString("Menagerie_Destrier_Name", resourceCulture); } } /// /// Looks up a localized string similar to <br/>During your turns, this costs <coin>1</coin> less per card you've gained this turn.. /// internal static string Menagerie_Destrier_Text { get { return ResourceManager.GetString("Menagerie_Destrier_Text", resourceCulture); } } /// /// Looks up a localized string similar to Displace. /// internal static string Menagerie_Displace_Name { get { return ResourceManager.GetString("Menagerie_Displace_Name", resourceCulture); } } /// /// Looks up a localized string similar to Exile a card from your hand. Gain a differently named card costing up to <coin>2</coin> more than it.. /// internal static string Menagerie_Displace_Text { get { return ResourceManager.GetString("Menagerie_Displace_Text", resourceCulture); } } /// /// Looks up a localized string similar to Enclave. /// internal static string Menagerie_Enclave_Name { get { return ResourceManager.GetString("Menagerie_Enclave_Name", resourceCulture); } } /// /// Looks up a localized string similar to Gain a Gold. Exile a Duchy from the Supply.. /// internal static string Menagerie_Enclave_Text { get { return ResourceManager.GetString("Menagerie_Enclave_Text", resourceCulture); } } /// /// Looks up a localized string similar to Enhance. /// internal static string Menagerie_Enhance_Name { get { return ResourceManager.GetString("Menagerie_Enhance_Name", resourceCulture); } } /// /// Looks up a localized string similar to You may trash a non-Victory card from your<nl/>hand, to gain a card costing up to <coin>2</coin> more than it.. /// internal static string Menagerie_Enhance_Text { get { return ResourceManager.GetString("Menagerie_Enhance_Text", resourceCulture); } } /// /// Looks up a localized string similar to Falconer. /// internal static string Menagerie_Falconer_Name { get { return ResourceManager.GetString("Menagerie_Falconer_Name", resourceCulture); } } /// /// Looks up a localized string similar to Gain a card to your hand costing less than this.<br/>When any player gains a card with 2 or more types (Action, Attack, etc.), you may play this from your hand.. /// internal static string Menagerie_Falconer_Text { get { return ResourceManager.GetString("Menagerie_Falconer_Text", resourceCulture); } } /// /// Looks up a localized string similar to Fisherman. /// internal static string Menagerie_Fisherman_Name { get { return ResourceManager.GetString("Menagerie_Fisherman_Name", resourceCulture); } } /// /// Looks up a localized string similar to <br/>During your turns, if your discard pile is empty, this costs <coin>3</coin> less.. /// internal static string Menagerie_Fisherman_Text { get { return ResourceManager.GetString("Menagerie_Fisherman_Text", resourceCulture); } } /// /// Looks up a localized string similar to Gamble. /// internal static string Menagerie_Gamble_Name { get { return ResourceManager.GetString("Menagerie_Gamble_Name", resourceCulture); } } /// /// Looks up a localized string similar to Reveal the top card of your deck. If it's a Treasure<nl/>or Action, you may play it. Otherwise, discard it.. /// internal static string Menagerie_Gamble_Text { get { return ResourceManager.GetString("Menagerie_Gamble_Text", resourceCulture); } } /// /// Looks up a localized string similar to Gatekeeper. /// internal static string Menagerie_Gatekeeper_Name { get { return ResourceManager.GetString("Menagerie_Gatekeeper_Name", resourceCulture); } } /// /// Looks up a localized string similar to Until then, when another player gains an Action or Treasure card they don't have an Exiled copy of, they Exile it.. /// internal static string Menagerie_Gatekeeper_Text { get { return ResourceManager.GetString("Menagerie_Gatekeeper_Text", resourceCulture); } } /// /// Looks up a localized string similar to Goatherd. /// internal static string Menagerie_Goatherd_Name { get { return ResourceManager.GetString("Menagerie_Goatherd_Name", resourceCulture); } } /// /// Looks up a localized string similar to You may trash a card from your hand.<nl/><b>+1<nbsp/>Card</b> per card the player to your right trashed on their last turn.. /// internal static string Menagerie_Goatherd_Text { get { return ResourceManager.GetString("Menagerie_Goatherd_Text", resourceCulture); } } /// /// Looks up a localized string similar to Groom. /// internal static string Menagerie_Groom_Name { get { return ResourceManager.GetString("Menagerie_Groom_Name", resourceCulture); } } /// /// Looks up a localized string similar to Gain a card costing<nl/>up to <coin>4</coin>. If it's an...<nl/><nl/>Action card, gain a Horse;<nl/>Treasure card, gain a Silver;<nl/>Victory card, <b>+1<nbsp/>Card</b> and <b>+1<nbsp/>Action</b>.. /// internal static string Menagerie_Groom_Text { get { return ResourceManager.GetString("Menagerie_Groom_Text", resourceCulture); } } /// /// Looks up a localized string similar to Horse. /// internal static string Menagerie_Horse_Name { get { return ResourceManager.GetString("Menagerie_Horse_Name", resourceCulture); } } /// /// Looks up a localized string similar to <nl/>Return this to its pile.<nl/><i>(This is not in the Supply.)</i>. /// internal static string Menagerie_Horse_Text { get { return ResourceManager.GetString("Menagerie_Horse_Text", resourceCulture); } } /// /// Looks up a localized string similar to Hostelry. /// internal static string Menagerie_Hostelry_Name { get { return ResourceManager.GetString("Menagerie_Hostelry_Name", resourceCulture); } } /// /// Looks up a localized string similar to <br/>When you gain this, you may discard any number of Treasures, revealed, to gain that many Horses.. /// internal static string Menagerie_Hostelry_Text { get { return ResourceManager.GetString("Menagerie_Hostelry_Text", resourceCulture); } } /// /// Looks up a localized string similar to Hunting Lodge. /// internal static string Menagerie_HuntingLodge_Name { get { return ResourceManager.GetString("Menagerie_HuntingLodge_Name", resourceCulture); } } /// /// Looks up a localized string similar to You may discard your hand for <b>+5<nbsp/>Cards</b>.. /// internal static string Menagerie_HuntingLodge_Text { get { return ResourceManager.GetString("Menagerie_HuntingLodge_Text", resourceCulture); } } /// /// Looks up a localized string similar to Invest. /// internal static string Menagerie_Invest_Name { get { return ResourceManager.GetString("Menagerie_Invest_Name", resourceCulture); } } /// /// Looks up a localized string similar to Exile an Action card from the Supply. While it's in Exile, when another player gains or Invests in a copy of it, <b>+2<nbsp/>Cards</b>.. /// internal static string Menagerie_Invest_Text { get { return ResourceManager.GetString("Menagerie_Invest_Text", resourceCulture); } } /// /// Looks up a localized string similar to Kiln. /// internal static string Menagerie_Kiln_Name { get { return ResourceManager.GetString("Menagerie_Kiln_Name", resourceCulture); } } /// /// Looks up a localized string similar to The next time you play a card this turn, you may first gain a copy of it.. /// internal static string Menagerie_Kiln_Text { get { return ResourceManager.GetString("Menagerie_Kiln_Text", resourceCulture); } } /// /// Looks up a localized string similar to Livery. /// internal static string Menagerie_Livery_Name { get { return ResourceManager.GetString("Menagerie_Livery_Name", resourceCulture); } } /// /// Looks up a localized string similar to <nl/>This turn, when you gain a card costing <coin>4</coin> or more, gain a Horse.. /// internal static string Menagerie_Livery_Text { get { return ResourceManager.GetString("Menagerie_Livery_Text", resourceCulture); } } /// /// Looks up a localized string similar to March. /// internal static string Menagerie_March_Name { get { return ResourceManager.GetString("Menagerie_March_Name", resourceCulture); } } /// /// Looks up a localized string similar to Look through your discard pile.<nl/>You may play an Action card from it.. /// internal static string Menagerie_March_Text { get { return ResourceManager.GetString("Menagerie_March_Text", resourceCulture); } } /// /// Looks up a localized string similar to Mastermind. /// internal static string Menagerie_Mastermind_Name { get { return ResourceManager.GetString("Menagerie_Mastermind_Name", resourceCulture); } } /// /// Looks up a localized string similar to At the start of your next turn, you may play an Action card from your hand three times.. /// internal static string Menagerie_Mastermind_Text { get { return ResourceManager.GetString("Menagerie_Mastermind_Text", resourceCulture); } } /// /// Looks up a localized string similar to Paddock. /// internal static string Menagerie_Paddock_Name { get { return ResourceManager.GetString("Menagerie_Paddock_Name", resourceCulture); } } /// /// Looks up a localized string similar to <nl/>Gain 2 Horses.<nl/><nl/><b>+1<nbsp/>Action</b> per<nl/>empty Supply pile.. /// internal static string Menagerie_Paddock_Text { get { return ResourceManager.GetString("Menagerie_Paddock_Text", resourceCulture); } } /// /// Looks up a localized string similar to Populate. /// internal static string Menagerie_Populate_Name { get { return ResourceManager.GetString("Menagerie_Populate_Name", resourceCulture); } } /// /// Looks up a localized string similar to Gain one card from each Action Supply pile.. /// internal static string Menagerie_Populate_Text { get { return ResourceManager.GetString("Menagerie_Populate_Text", resourceCulture); } } /// /// Looks up a localized string similar to Pursue. /// internal static string Menagerie_Pursue_Name { get { return ResourceManager.GetString("Menagerie_Pursue_Name", resourceCulture); } } /// /// Looks up a localized string similar to Name a card. Reveal the top 4 cards from your deck.<nl/>Put the matches back and discard the rest.. /// internal static string Menagerie_Pursue_Text { get { return ResourceManager.GetString("Menagerie_Pursue_Text", resourceCulture); } } /// /// Looks up a localized string similar to Reap. /// internal static string Menagerie_Reap_Name { get { return ResourceManager.GetString("Menagerie_Reap_Name", resourceCulture); } } /// /// Looks up a localized string similar to Gain a Gold. Set it aside. If you do,<nl/>at the start of your next turn, play it.. /// internal static string Menagerie_Reap_Text { get { return ResourceManager.GetString("Menagerie_Reap_Text", resourceCulture); } } /// /// Looks up a localized string similar to Ride. /// internal static string Menagerie_Ride_Name { get { return ResourceManager.GetString("Menagerie_Ride_Name", resourceCulture); } } /// /// Looks up a localized string similar to Gain a Horse.. /// internal static string Menagerie_Ride_Text { get { return ResourceManager.GetString("Menagerie_Ride_Text", resourceCulture); } } /// /// Looks up a localized string similar to Sanctuary. /// internal static string Menagerie_Sanctuary_Name { get { return ResourceManager.GetString("Menagerie_Sanctuary_Name", resourceCulture); } } /// /// Looks up a localized string similar to You may Exile a card from your hand.. /// internal static string Menagerie_Sanctuary_Text { get { return ResourceManager.GetString("Menagerie_Sanctuary_Text", resourceCulture); } } /// /// Looks up a localized string similar to Scrap. /// internal static string Menagerie_Scrap_Name { get { return ResourceManager.GetString("Menagerie_Scrap_Name", resourceCulture); } } /// /// Looks up a localized string similar to Trash a card from your hand.<nl/>Choose a different thing per <coin>1</coin> it costs: <b>+1<nbsp/>Card</b>; <b>+1<nbsp/>Action</b>; <b>+1<nbsp/>Buy</b>; +<coin>1</coin>; gain a Silver; gain a Horse.. /// internal static string Menagerie_Scrap_Text { get { return ResourceManager.GetString("Menagerie_Scrap_Text", resourceCulture); } } /// /// Looks up a localized string similar to Seize the Day. /// internal static string Menagerie_SeizeTheDay_Name { get { return ResourceManager.GetString("Menagerie_SeizeTheDay_Name", resourceCulture); } } /// /// Looks up a localized string similar to Once per game:<nl/>Take an extra turn after this one.. /// internal static string Menagerie_SeizeTheDay_Text { get { return ResourceManager.GetString("Menagerie_SeizeTheDay_Text", resourceCulture); } } /// /// Looks up a localized string similar to Sheepdog. /// internal static string Menagerie_Sheepdog_Name { get { return ResourceManager.GetString("Menagerie_Sheepdog_Name", resourceCulture); } } /// /// Looks up a localized string similar to <br/>When you gain a card, you may play this from your hand.. /// internal static string Menagerie_Sheepdog_Text { get { return ResourceManager.GetString("Menagerie_Sheepdog_Text", resourceCulture); } } /// /// Looks up a localized string similar to Sleigh. /// internal static string Menagerie_Sleigh_Name { get { return ResourceManager.GetString("Menagerie_Sleigh_Name", resourceCulture); } } /// /// Looks up a localized string similar to Gain 2 Horses.<br/>When you gain a card, you may discard this, to put that card into your hand or onto your deck.. /// internal static string Menagerie_Sleigh_Text { get { return ResourceManager.GetString("Menagerie_Sleigh_Text", resourceCulture); } } /// /// Looks up a localized string similar to Snowy Village. /// internal static string Menagerie_SnowyVillage_Name { get { return ResourceManager.GetString("Menagerie_SnowyVillage_Name", resourceCulture); } } /// /// Looks up a localized string similar to <nl/>Ignore any further <b>+Actions</b> you get this turn.. /// internal static string Menagerie_SnowyVillage_Text { get { return ResourceManager.GetString("Menagerie_SnowyVillage_Text", resourceCulture); } } /// /// Looks up a localized string similar to Stampede. /// internal static string Menagerie_Stampede_Name { get { return ResourceManager.GetString("Menagerie_Stampede_Name", resourceCulture); } } /// /// Looks up a localized string similar to If you have 5 or fewer cards in play, gain 5 Horses onto your deck.. /// internal static string Menagerie_Stampede_Text { get { return ResourceManager.GetString("Menagerie_Stampede_Text", resourceCulture); } } /// /// Looks up a localized string similar to Stockpile. /// internal static string Menagerie_Stockpile_Name { get { return ResourceManager.GetString("Menagerie_Stockpile_Name", resourceCulture); } } /// /// Looks up a localized string similar to When you play this, Exile it.. /// internal static string Menagerie_Stockpile_Text { get { return ResourceManager.GetString("Menagerie_Stockpile_Text", resourceCulture); } } /// /// Looks up a localized string similar to Supplies. /// internal static string Menagerie_Supplies_Name { get { return ResourceManager.GetString("Menagerie_Supplies_Name", resourceCulture); } } /// /// Looks up a localized string similar to When you play this, gain a Horse onto your deck.. /// internal static string Menagerie_Supplies_Text { get { return ResourceManager.GetString("Menagerie_Supplies_Text", resourceCulture); } } /// /// Looks up a localized string similar to Toil. /// internal static string Menagerie_Toil_Name { get { return ResourceManager.GetString("Menagerie_Toil_Name", resourceCulture); } } /// /// Looks up a localized string similar to You may play an Action card from your hand.. /// internal static string Menagerie_Toil_Text { get { return ResourceManager.GetString("Menagerie_Toil_Text", resourceCulture); } } /// /// Looks up a localized string similar to Transport. /// internal static string Menagerie_Transport_Name { get { return ResourceManager.GetString("Menagerie_Transport_Name", resourceCulture); } } /// /// Looks up a localized string similar to Choose one: Exile an Action card from the Supply; or put an Action card you have in Exile onto your deck.. /// internal static string Menagerie_Transport_Text { get { return ResourceManager.GetString("Menagerie_Transport_Text", resourceCulture); } } /// /// Looks up a localized string similar to Village Green. /// internal static string Menagerie_VillageGreen_Name { get { return ResourceManager.GetString("Menagerie_VillageGreen_Name", resourceCulture); } } /// /// Looks up a localized string similar to Either now or at the start of your next turn, <b>+1<nbsp/>Card</b> and <b>+2<nbsp/>Actions</b>.<br/>When you discard this other than during Clean-up, you may reveal it to play it.. /// internal static string Menagerie_VillageGreen_Text { get { return ResourceManager.GetString("Menagerie_VillageGreen_Text", resourceCulture); } } /// /// Looks up a localized string similar to Wayfarer. /// internal static string Menagerie_Wayfarer_Name { get { return ResourceManager.GetString("Menagerie_Wayfarer_Name", resourceCulture); } } /// /// Looks up a localized string similar to You may gain a Silver<br/>This has the same cost as the last other card gained this turn, if any.. /// internal static string Menagerie_Wayfarer_Text { get { return ResourceManager.GetString("Menagerie_Wayfarer_Text", resourceCulture); } } /// /// Looks up a localized string similar to Way of the Butterfly. /// internal static string Menagerie_WayOfTheButterfly_Name { get { return ResourceManager.GetString("Menagerie_WayOfTheButterfly_Name", resourceCulture); } } /// /// Looks up a localized string similar to You may return this to its pile to gain a<nl/>card costing exactly <coin>1</coin> more than it.. /// internal static string Menagerie_WayOfTheButterfly_Text { get { return ResourceManager.GetString("Menagerie_WayOfTheButterfly_Text", resourceCulture); } } /// /// Looks up a localized string similar to Way of the Camel. /// internal static string Menagerie_WayOfTheCamel_Name { get { return ResourceManager.GetString("Menagerie_WayOfTheCamel_Name", resourceCulture); } } /// /// Looks up a localized string similar to Exile a Gold from the Supply.. /// internal static string Menagerie_WayOfTheCamel_Text { get { return ResourceManager.GetString("Menagerie_WayOfTheCamel_Text", resourceCulture); } } /// /// Looks up a localized string similar to Way of the Chameleon. /// internal static string Menagerie_WayOfTheChameleon_Name { get { return ResourceManager.GetString("Menagerie_WayOfTheChameleon_Name", resourceCulture); } } /// /// Looks up a localized string similar to Follow this card's instructions;<nl/>each time that would give you <b>+Cards</b><nl/>this turn, you get +<coin/> instead, and vice-versa.. /// internal static string Menagerie_WayOfTheChameleon_Text { get { return ResourceManager.GetString("Menagerie_WayOfTheChameleon_Text", resourceCulture); } } /// /// Looks up a localized string similar to Way of the Frog. /// internal static string Menagerie_WayOfTheFrog_Name { get { return ResourceManager.GetString("Menagerie_WayOfTheFrog_Name", resourceCulture); } } /// /// Looks up a localized string similar to When you discard this from play<nl/>this turn, put it onto your deck.. /// internal static string Menagerie_WayOfTheFrog_Text { get { return ResourceManager.GetString("Menagerie_WayOfTheFrog_Text", resourceCulture); } } /// /// Looks up a localized string similar to Way of the Goat. /// internal static string Menagerie_WayOfTheGoat_Name { get { return ResourceManager.GetString("Menagerie_WayOfTheGoat_Name", resourceCulture); } } /// /// Looks up a localized string similar to Trash a card from your hand.. /// internal static string Menagerie_WayOfTheGoat_Text { get { return ResourceManager.GetString("Menagerie_WayOfTheGoat_Text", resourceCulture); } } /// /// Looks up a localized string similar to Way of the Horse. /// internal static string Menagerie_WayOfTheHorse_Name { get { return ResourceManager.GetString("Menagerie_WayOfTheHorse_Name", resourceCulture); } } /// /// Looks up a localized string similar to Return this to its pile.. /// internal static string Menagerie_WayOfTheHorse_Text { get { return ResourceManager.GetString("Menagerie_WayOfTheHorse_Text", resourceCulture); } } /// /// Looks up a localized string similar to Way of the Mole. /// internal static string Menagerie_WayOfTheMole_Name { get { return ResourceManager.GetString("Menagerie_WayOfTheMole_Name", resourceCulture); } } /// /// Looks up a localized string similar to Discard your hand. <b>+3<nbsp/>Cards</b>.. /// internal static string Menagerie_WayOfTheMole_Text { get { return ResourceManager.GetString("Menagerie_WayOfTheMole_Text", resourceCulture); } } /// /// Looks up a localized string similar to Way of the Monkey. /// internal static string Menagerie_WayOfTheMonkey_Name { get { return ResourceManager.GetString("Menagerie_WayOfTheMonkey_Name", resourceCulture); } } /// /// Looks up a localized string similar to Way of the Mouse. /// internal static string Menagerie_WayOfTheMouse_Name { get { return ResourceManager.GetString("Menagerie_WayOfTheMouse_Name", resourceCulture); } } /// /// Looks up a localized string similar to Play the set-aside card, leaving it there.<br/>Setup: Set aside an unused Action costing <coin>2</coin> or <coin>3</coin>.. /// internal static string Menagerie_WayOfTheMouse_Text { get { return ResourceManager.GetString("Menagerie_WayOfTheMouse_Text", resourceCulture); } } /// /// Looks up a localized string similar to Way of the Mule. /// internal static string Menagerie_WayOfTheMule_Name { get { return ResourceManager.GetString("Menagerie_WayOfTheMule_Name", resourceCulture); } } /// /// Looks up a localized string similar to Way of the Otter. /// internal static string Menagerie_WayOfTheOtter_Name { get { return ResourceManager.GetString("Menagerie_WayOfTheOtter_Name", resourceCulture); } } /// /// Looks up a localized string similar to Way of the Owl. /// internal static string Menagerie_WayOfTheOwl_Name { get { return ResourceManager.GetString("Menagerie_WayOfTheOwl_Name", resourceCulture); } } /// /// Looks up a localized string similar to Draw until you have 6 cards in hand.. /// internal static string Menagerie_WayOfTheOwl_Text { get { return ResourceManager.GetString("Menagerie_WayOfTheOwl_Text", resourceCulture); } } /// /// Looks up a localized string similar to Way of the Ox. /// internal static string Menagerie_WayOfTheOx_Name { get { return ResourceManager.GetString("Menagerie_WayOfTheOx_Name", resourceCulture); } } /// /// Looks up a localized string similar to Way of the Pig. /// internal static string Menagerie_WayOfThePig_Name { get { return ResourceManager.GetString("Menagerie_WayOfThePig_Name", resourceCulture); } } /// /// Looks up a localized string similar to Way of the Rat. /// internal static string Menagerie_WayOfTheRat_Name { get { return ResourceManager.GetString("Menagerie_WayOfTheRat_Name", resourceCulture); } } /// /// Looks up a localized string similar to You may discard a Treasure<nl/>to gain a copy of this.. /// internal static string Menagerie_WayOfTheRat_Text { get { return ResourceManager.GetString("Menagerie_WayOfTheRat_Text", resourceCulture); } } /// /// Looks up a localized string similar to Way of the Seal. /// internal static string Menagerie_WayOfTheSeal_Name { get { return ResourceManager.GetString("Menagerie_WayOfTheSeal_Name", resourceCulture); } } /// /// Looks up a localized string similar to This turn, when you gain a card,<nl/>you may put it onto your deck.. /// internal static string Menagerie_WayOfTheSeal_Text { get { return ResourceManager.GetString("Menagerie_WayOfTheSeal_Text", resourceCulture); } } /// /// Looks up a localized string similar to Way of the Sheep. /// internal static string Menagerie_WayOfTheSheep_Name { get { return ResourceManager.GetString("Menagerie_WayOfTheSheep_Name", resourceCulture); } } /// /// Looks up a localized string similar to Way of the Squirrel. /// internal static string Menagerie_WayOfTheSquirrel_Name { get { return ResourceManager.GetString("Menagerie_WayOfTheSquirrel_Name", resourceCulture); } } /// /// Looks up a localized string similar to <b>+2<nbsp/>Cards</b> at the end of this turn.. /// internal static string Menagerie_WayOfTheSquirrel_Text { get { return ResourceManager.GetString("Menagerie_WayOfTheSquirrel_Text", resourceCulture); } } /// /// Looks up a localized string similar to Way of the Turtle. /// internal static string Menagerie_WayOfTheTurtle_Name { get { return ResourceManager.GetString("Menagerie_WayOfTheTurtle_Name", resourceCulture); } } /// /// Looks up a localized string similar to Set this aside. If you did, play<nl/>it at the start of your next turn.. /// internal static string Menagerie_WayOfTheTurtle_Text { get { return ResourceManager.GetString("Menagerie_WayOfTheTurtle_Text", resourceCulture); } } /// /// Looks up a localized string similar to Way of the Worm. /// internal static string Menagerie_WayOfTheWorm_Name { get { return ResourceManager.GetString("Menagerie_WayOfTheWorm_Name", resourceCulture); } } /// /// Looks up a localized string similar to Exile an Estate from the Supply.. /// internal static string Menagerie_WayOfTheWorm_Text { get { return ResourceManager.GetString("Menagerie_WayOfTheWorm_Text", resourceCulture); } } /// /// Looks up a localized string similar to Name a card. /// internal static string NameCard { get { return ResourceManager.GetString("NameCard", resourceCulture); } } /// /// Looks up a localized string similar to Next Turn. /// internal static string NextTurn { get { return ResourceManager.GetString("NextTurn", resourceCulture); } } /// /// Looks up a localized string similar to No. /// internal static string No { get { return ResourceManager.GetString("No", resourceCulture); } } /// /// Looks up a localized string similar to Bad Omens. /// internal static string Nocturne_BadOmens_Name { get { return ResourceManager.GetString("Nocturne_BadOmens_Name", resourceCulture); } } /// /// Looks up a localized string similar to Put your deck into your discard pile. Look<nl/>through it and put 2 Coppers from it onto your deck<nl/>(Or reveal that you can't).. /// internal static string Nocturne_BadOmens_Text { get { return ResourceManager.GetString("Nocturne_BadOmens_Text", resourceCulture); } } /// /// Looks up a localized string similar to Bard. /// internal static string Nocturne_Bard_Name { get { return ResourceManager.GetString("Nocturne_Bard_Name", resourceCulture); } } /// /// Looks up a localized string similar to Receive a Boon.. /// internal static string Nocturne_Bard_Text { get { return ResourceManager.GetString("Nocturne_Bard_Text", resourceCulture); } } /// /// Looks up a localized string similar to Bat. /// internal static string Nocturne_Bat_Name { get { return ResourceManager.GetString("Nocturne_Bat_Name", resourceCulture); } } /// /// Looks up a localized string similar to Trash up to 2 cards from your hand. If you trashed at least one, exchange this for a Vampire.<nl/><i>(This is not in the Supply.)</i>. /// internal static string Nocturne_Bat_Text { get { return ResourceManager.GetString("Nocturne_Bat_Text", resourceCulture); } } /// /// Looks up a localized string similar to Blessed Village. /// internal static string Nocturne_BlessedVillage_Name { get { return ResourceManager.GetString("Nocturne_BlessedVillage_Name", resourceCulture); } } /// /// Looks up a localized string similar to <br/>When you gain this, take a Boon. Receive it now or at the start of your next turn.. /// internal static string Nocturne_BlessedVillage_Text { get { return ResourceManager.GetString("Nocturne_BlessedVillage_Text", resourceCulture); } } /// /// Looks up a localized string similar to Cemetery. /// internal static string Nocturne_Cemetery_Name { get { return ResourceManager.GetString("Nocturne_Cemetery_Name", resourceCulture); } } /// /// Looks up a localized string similar to <i>Heirloom: Haunted Mirror</i>. /// internal static string Nocturne_Cemetery_Setup { get { return ResourceManager.GetString("Nocturne_Cemetery_Setup", resourceCulture); } } /// /// Looks up a localized string similar to <br/>When you gain this, trash up to 4 cards from your hand.. /// internal static string Nocturne_Cemetery_Text { get { return ResourceManager.GetString("Nocturne_Cemetery_Text", resourceCulture); } } /// /// Looks up a localized string similar to Changeling. /// internal static string Nocturne_Changeling_Name { get { return ResourceManager.GetString("Nocturne_Changeling_Name", resourceCulture); } } /// /// Looks up a localized string similar to Trash this. Gain a copy of a card you have in play.<br/>In games using this, when you gain a card costing <coin>3</coin> or more, you may exchange it for a Changeling.. /// internal static string Nocturne_Changeling_Text { get { return ResourceManager.GetString("Nocturne_Changeling_Text", resourceCulture); } } /// /// Looks up a localized string similar to Cobbler. /// internal static string Nocturne_Cobbler_Name { get { return ResourceManager.GetString("Nocturne_Cobbler_Name", resourceCulture); } } /// /// Looks up a localized string similar to At the start of your next turn, gain a card to your hand costing up to <coin>4</coin>.. /// internal static string Nocturne_Cobbler_Text { get { return ResourceManager.GetString("Nocturne_Cobbler_Text", resourceCulture); } } /// /// Looks up a localized string similar to Conclave. /// internal static string Nocturne_Conclave_Name { get { return ResourceManager.GetString("Nocturne_Conclave_Name", resourceCulture); } } /// /// Looks up a localized string similar to You may play an Action card from your hand that you don't have a copy of in play.<nl/>If you do, <b>+1 Action</b>.. /// internal static string Nocturne_Conclave_Text { get { return ResourceManager.GetString("Nocturne_Conclave_Text", resourceCulture); } } /// /// Looks up a localized string similar to Crypt. /// internal static string Nocturne_Crypt_Name { get { return ResourceManager.GetString("Nocturne_Crypt_Name", resourceCulture); } } /// /// Looks up a localized string similar to Set aside any number of Treasures you have in play, face down (under this). While any remain, at the start of each of your turns, put one of them into your hand.. /// internal static string Nocturne_Crypt_Text { get { return ResourceManager.GetString("Nocturne_Crypt_Text", resourceCulture); } } /// /// Looks up a localized string similar to Cursed Gold. /// internal static string Nocturne_CursedGold_Name { get { return ResourceManager.GetString("Nocturne_CursedGold_Name", resourceCulture); } } /// /// Looks up a localized string similar to When you play this, gain a Curse.. /// internal static string Nocturne_CursedGold_Text { get { return ResourceManager.GetString("Nocturne_CursedGold_Text", resourceCulture); } } /// /// Looks up a localized string similar to Cursed Village. /// internal static string Nocturne_CursedVillage_Name { get { return ResourceManager.GetString("Nocturne_CursedVillage_Name", resourceCulture); } } /// /// Looks up a localized string similar to Draw until you have 6 cards in hand.<br/>When you gain this, receive a Hex.. /// internal static string Nocturne_CursedVillage_Text { get { return ResourceManager.GetString("Nocturne_CursedVillage_Text", resourceCulture); } } /// /// Looks up a localized string similar to Deluded. /// internal static string Nocturne_Deluded_Name { get { return ResourceManager.GetString("Nocturne_Deluded_Name", resourceCulture); } } /// /// Looks up a localized string similar to At the start of your Buy phase, return this, and<nl/>you can't buy Actions this turn.. /// internal static string Nocturne_Deluded_Text { get { return ResourceManager.GetString("Nocturne_Deluded_Text", resourceCulture); } } /// /// Looks up a localized string similar to Delusion. /// internal static string Nocturne_Delusion_Name { get { return ResourceManager.GetString("Nocturne_Delusion_Name", resourceCulture); } } /// /// Looks up a localized string similar to If you don't have Deluded or Envious, take Deluded. /// internal static string Nocturne_Delusion_Text { get { return ResourceManager.GetString("Nocturne_Delusion_Text", resourceCulture); } } /// /// Looks up a localized string similar to Den of Sin. /// internal static string Nocturne_DenOfSin_Name { get { return ResourceManager.GetString("Nocturne_DenOfSin_Name", resourceCulture); } } /// /// Looks up a localized string similar to <benefit/><br/>This is gained to your hand (instead of your discard pile).. /// internal static string Nocturne_DenOfSin_Text { get { return ResourceManager.GetString("Nocturne_DenOfSin_Text", resourceCulture); } } /// /// Looks up a localized string similar to Devil's Workshop. /// internal static string Nocturne_DevilsWorkshop_Name { get { return ResourceManager.GetString("Nocturne_DevilsWorkshop_Name", resourceCulture); } } /// /// Looks up a localized string similar to If the number of cards you've gained this turn is:<nl/>2+, gain an Imp from its pile;<nl/>1, gain a card costing up to <coin>4</coin>;<nl/>0, gain a Gold.. /// internal static string Nocturne_DevilsWorkshop_Text { get { return ResourceManager.GetString("Nocturne_DevilsWorkshop_Text", resourceCulture); } } /// /// Looks up a localized string similar to Druid. /// internal static string Nocturne_Druid_Name { get { return ResourceManager.GetString("Nocturne_Druid_Name", resourceCulture); } } /// /// Looks up a localized string similar to Receive one of the set-aside Boons (leaving it there).<br/>Setup: Set aside the top 3 Boons face up.. /// internal static string Nocturne_Druid_Text { get { return ResourceManager.GetString("Nocturne_Druid_Text", resourceCulture); } } /// /// Looks up a localized string similar to Envious. /// internal static string Nocturne_Envious_Name { get { return ResourceManager.GetString("Nocturne_Envious_Name", resourceCulture); } } /// /// Looks up a localized string similar to At the start of your Buy phase, return this, and<nl/>Silver and Gold make <coin>1</coin> this turn.. /// internal static string Nocturne_Envious_Text { get { return ResourceManager.GetString("Nocturne_Envious_Text", resourceCulture); } } /// /// Looks up a localized string similar to Envy. /// internal static string Nocturne_Envy_Name { get { return ResourceManager.GetString("Nocturne_Envy_Name", resourceCulture); } } /// /// Looks up a localized string similar to If you don't have Deluded or Envious, take Envious. /// internal static string Nocturne_Envy_Text { get { return ResourceManager.GetString("Nocturne_Envy_Text", resourceCulture); } } /// /// Looks up a localized string similar to Exorcist. /// internal static string Nocturne_Exorcist_Name { get { return ResourceManager.GetString("Nocturne_Exorcist_Name", resourceCulture); } } /// /// Looks up a localized string similar to Trash a card from your hand.<nl/>Gain a cheaper Spirit from one of the Spirit piles.. /// internal static string Nocturne_Exorcist_Text { get { return ResourceManager.GetString("Nocturne_Exorcist_Text", resourceCulture); } } /// /// Looks up a localized string similar to Faithful Hound. /// internal static string Nocturne_FaithfulHound_Name { get { return ResourceManager.GetString("Nocturne_FaithfulHound_Name", resourceCulture); } } /// /// Looks up a localized string similar to <br/>When you discard this other than during Clean-up, you may set it aside, and put it into your hand at end of turn.. /// internal static string Nocturne_FaithfulHound_Text { get { return ResourceManager.GetString("Nocturne_FaithfulHound_Text", resourceCulture); } } /// /// Looks up a localized string similar to Famine. /// internal static string Nocturne_Famine_Name { get { return ResourceManager.GetString("Nocturne_Famine_Name", resourceCulture); } } /// /// Looks up a localized string similar to Reveal the top 3 cards of your deck. Discard the<nl/>Actions. Shuffle the rest into your deck.. /// internal static string Nocturne_Famine_Text { get { return ResourceManager.GetString("Nocturne_Famine_Text", resourceCulture); } } /// /// Looks up a localized string similar to Fear. /// internal static string Nocturne_Fear_Name { get { return ResourceManager.GetString("Nocturne_Fear_Name", resourceCulture); } } /// /// Looks up a localized string similar to If you have at least 5 cards in hand, discard an<nl/>Action or Treasure (or reveal you can't).. /// internal static string Nocturne_Fear_Text { get { return ResourceManager.GetString("Nocturne_Fear_Text", resourceCulture); } } /// /// Looks up a localized string similar to Fool. /// internal static string Nocturne_Fool_Name { get { return ResourceManager.GetString("Nocturne_Fool_Name", resourceCulture); } } /// /// Looks up a localized string similar to <i>Heirloom: Lucky Coin</i>. /// internal static string Nocturne_Fool_SetupText { get { return ResourceManager.GetString("Nocturne_Fool_SetupText", resourceCulture); } } /// /// Looks up a localized string similar to If you aren't the player with Lost in the Woods, take it, take 3 Boons, and receive the Boons in any order.. /// internal static string Nocturne_Fool_Text { get { return ResourceManager.GetString("Nocturne_Fool_Text", resourceCulture); } } /// /// Looks up a localized string similar to Ghost. /// internal static string Nocturne_Ghost_Name { get { return ResourceManager.GetString("Nocturne_Ghost_Name", resourceCulture); } } /// /// Looks up a localized string similar to Reveal cards from your deck until you reveal an Action.<nl/>Discard the other cards and set aside the Action. At the start of your next turn, play it twice.<nl/><i>(This is not in the Supply.)</i>. /// internal static string Nocturne_Ghost_Text { get { return ResourceManager.GetString("Nocturne_Ghost_Text", resourceCulture); } } /// /// Looks up a localized string similar to Ghost Town. /// internal static string Nocturne_GhostTown_Name { get { return ResourceManager.GetString("Nocturne_GhostTown_Name", resourceCulture); } } /// /// Looks up a localized string similar to <br/>This is gained to your hand (instead of your discard pile).. /// internal static string Nocturne_GhostTown_Text { get { return ResourceManager.GetString("Nocturne_GhostTown_Text", resourceCulture); } } /// /// Looks up a localized string similar to Goat. /// internal static string Nocturne_Goat_Name { get { return ResourceManager.GetString("Nocturne_Goat_Name", resourceCulture); } } /// /// Looks up a localized string similar to When you play this, you may trash a card from your hand.. /// internal static string Nocturne_Goat_Text { get { return ResourceManager.GetString("Nocturne_Goat_Text", resourceCulture); } } /// /// Looks up a localized string similar to Greed. /// internal static string Nocturne_Greed_Name { get { return ResourceManager.GetString("Nocturne_Greed_Name", resourceCulture); } } /// /// Looks up a localized string similar to Gain a Copper onto your deck.. /// internal static string Nocturne_Greed_Text { get { return ResourceManager.GetString("Nocturne_Greed_Text", resourceCulture); } } /// /// Looks up a localized string similar to Guardian. /// internal static string Nocturne_Guardian_Name { get { return ResourceManager.GetString("Nocturne_Guardian_Name", resourceCulture); } } /// /// Looks up a localized string similar to Until your next turn, when another player plays an Attack card, it doesn't affect you. <benefit/><br/>This is gained to your hand (instead of your discard pile).. /// internal static string Nocturne_Guardian_Text { get { return ResourceManager.GetString("Nocturne_Guardian_Text", resourceCulture); } } /// /// Looks up a localized string similar to Haunted Mirror. /// internal static string Nocturne_HauntedMirror_Name { get { return ResourceManager.GetString("Nocturne_HauntedMirror_Name", resourceCulture); } } /// /// Looks up a localized string similar to <br/>When you trash this, you may discard an Action card, to gain a Ghost from its pile.. /// internal static string Nocturne_HauntedMirror_Text { get { return ResourceManager.GetString("Nocturne_HauntedMirror_Text", resourceCulture); } } /// /// Looks up a localized string similar to Haunting. /// internal static string Nocturne_Haunting_Name { get { return ResourceManager.GetString("Nocturne_Haunting_Name", resourceCulture); } } /// /// Looks up a localized string similar to If you have at least 4 cards in hand,<nl/>put one of them onto your deck.. /// internal static string Nocturne_Haunting_Text { get { return ResourceManager.GetString("Nocturne_Haunting_Text", resourceCulture); } } /// /// Looks up a localized string similar to Idol. /// internal static string Nocturne_Idol_Name { get { return ResourceManager.GetString("Nocturne_Idol_Name", resourceCulture); } } /// /// Looks up a localized string similar to When you play this, if you then have an odd number of Idols in play, receive a Boon; if an even number, each other player gains a Curse.. /// internal static string Nocturne_Idol_Text { get { return ResourceManager.GetString("Nocturne_Idol_Text", resourceCulture); } } /// /// Looks up a localized string similar to Imp. /// internal static string Nocturne_Imp_Name { get { return ResourceManager.GetString("Nocturne_Imp_Name", resourceCulture); } } /// /// Looks up a localized string similar to You may play an Action card from your hand that you don't have a copy of in play.<nl/><i>(This is not in the Supply.)</i>. /// internal static string Nocturne_Imp_Text { get { return ResourceManager.GetString("Nocturne_Imp_Text", resourceCulture); } } /// /// Looks up a localized string similar to Leprechaun. /// internal static string Nocturne_Leprechaun_Name { get { return ResourceManager.GetString("Nocturne_Leprechaun_Name", resourceCulture); } } /// /// Looks up a localized string similar to Gain a Gold. If you have exactly 7 cards in play, gain a Wish from its pile.<nl/>Otherwise, receive a Hex.. /// internal static string Nocturne_Leprechaun_Text { get { return ResourceManager.GetString("Nocturne_Leprechaun_Text", resourceCulture); } } /// /// Looks up a localized string similar to Locusts. /// internal static string Nocturne_Locusts_Name { get { return ResourceManager.GetString("Nocturne_Locusts_Name", resourceCulture); } } /// /// Looks up a localized string similar to Trash the top card of your deck. If it's a Copper or<nl/>Estate, gain a Curse. Otherwise, gain a cheaper<nl/>card that shares a type with it.. /// internal static string Nocturne_Locusts_Text { get { return ResourceManager.GetString("Nocturne_Locusts_Text", resourceCulture); } } /// /// Looks up a localized string similar to Lost in the Woods. /// internal static string Nocturne_LostInTheWoods_Name { get { return ResourceManager.GetString("Nocturne_LostInTheWoods_Name", resourceCulture); } } /// /// Looks up a localized string similar to At the start of your turn, you may discard a card to receive a Boon.. /// internal static string Nocturne_LostInTheWoods_Text { get { return ResourceManager.GetString("Nocturne_LostInTheWoods_Text", resourceCulture); } } /// /// Looks up a localized string similar to Lucky Coin. /// internal static string Nocturne_LuckyCoin_Name { get { return ResourceManager.GetString("Nocturne_LuckyCoin_Name", resourceCulture); } } /// /// Looks up a localized string similar to When you play this, gain a Silver.. /// internal static string Nocturne_LuckyCoin_Text { get { return ResourceManager.GetString("Nocturne_LuckyCoin_Text", resourceCulture); } } /// /// Looks up a localized string similar to Magic Lamp. /// internal static string Nocturne_MagicLamp_Name { get { return ResourceManager.GetString("Nocturne_MagicLamp_Name", resourceCulture); } } /// /// Looks up a localized string similar to When you play this, if there are at least 6 cards that you have exactly 1 copy of in play, trash this. If you do, gain 3 Wishes from their pile.. /// internal static string Nocturne_MagicLamp_Text { get { return ResourceManager.GetString("Nocturne_MagicLamp_Text", resourceCulture); } } /// /// Looks up a localized string similar to Miserable. /// internal static string Nocturne_Miserable_Name { get { return ResourceManager.GetString("Nocturne_Miserable_Name", resourceCulture); } } /// /// Looks up a localized string similar to <vp>-2</vp>. /// internal static string Nocturne_Miserable_Text { get { return ResourceManager.GetString("Nocturne_Miserable_Text", resourceCulture); } } /// /// Looks up a localized string similar to Misery. /// internal static string Nocturne_Misery_Name { get { return ResourceManager.GetString("Nocturne_Misery_Name", resourceCulture); } } /// /// Looks up a localized string similar to If this is your first Misery this game,<nl/>take Miserable. Otherwise, flip it over to<nl/>Twice Miserable.. /// internal static string Nocturne_Misery_Text { get { return ResourceManager.GetString("Nocturne_Misery_Text", resourceCulture); } } /// /// Looks up a localized string similar to Monastery. /// internal static string Nocturne_Monastery_Name { get { return ResourceManager.GetString("Nocturne_Monastery_Name", resourceCulture); } } /// /// Looks up a localized string similar to For each card you've gained this turn, you may trash a card from your hand or a Copper you have in play.. /// internal static string Nocturne_Monastery_Text { get { return ResourceManager.GetString("Nocturne_Monastery_Text", resourceCulture); } } /// /// Looks up a localized string similar to Necromancer. /// internal static string Nocturne_Necromancer_Name { get { return ResourceManager.GetString("Nocturne_Necromancer_Name", resourceCulture); } } /// /// Looks up a localized string similar to Play a face-up, non-Duration Action card from the trash, leaving it there and turning it face down for the turn.<br/>Setup: Put the 3 Zombies into the trash.. /// internal static string Nocturne_Necromancer_Text { get { return ResourceManager.GetString("Nocturne_Necromancer_Text", resourceCulture); } } /// /// Looks up a localized string similar to Night Watchman. /// internal static string Nocturne_NightWatchman_Name { get { return ResourceManager.GetString("Nocturne_NightWatchman_Name", resourceCulture); } } /// /// Looks up a localized string similar to Look at the top 5 cards of your deck, discard any number, and put the rest back in any order.<br/>This is gained to your hand (instead of your discard pile).. /// internal static string Nocturne_NightWatchman_Text { get { return ResourceManager.GetString("Nocturne_NightWatchman_Text", resourceCulture); } } /// /// Looks up a localized string similar to Pasture. /// internal static string Nocturne_Pasture_Name { get { return ResourceManager.GetString("Nocturne_Pasture_Name", resourceCulture); } } /// /// Looks up a localized string similar to <br/>Worth <vp>1</vp> per Estate you have.. /// internal static string Nocturne_Pasture_Text { get { return ResourceManager.GetString("Nocturne_Pasture_Text", resourceCulture); } } /// /// Looks up a localized string similar to Pixie. /// internal static string Nocturne_Pixie_Name { get { return ResourceManager.GetString("Nocturne_Pixie_Name", resourceCulture); } } /// /// Looks up a localized string similar to <i>Heirloom: Goat</i>. /// internal static string Nocturne_Pixie_SetupText { get { return ResourceManager.GetString("Nocturne_Pixie_SetupText", resourceCulture); } } /// /// Looks up a localized string similar to Discard the top Boon.<nl/>You may trash this to receive that Boon twice.. /// internal static string Nocturne_Pixie_Text { get { return ResourceManager.GetString("Nocturne_Pixie_Text", resourceCulture); } } /// /// Looks up a localized string similar to Plague. /// internal static string Nocturne_Plague_Name { get { return ResourceManager.GetString("Nocturne_Plague_Name", resourceCulture); } } /// /// Looks up a localized string similar to Gain a Curse to your hand.. /// internal static string Nocturne_Plague_Text { get { return ResourceManager.GetString("Nocturne_Plague_Text", resourceCulture); } } /// /// Looks up a localized string similar to Pooka. /// internal static string Nocturne_Pooka_Name { get { return ResourceManager.GetString("Nocturne_Pooka_Name", resourceCulture); } } /// /// Looks up a localized string similar to <i>Heirloom: Cursed Gold</i>. /// internal static string Nocturne_Pooka_SetupText { get { return ResourceManager.GetString("Nocturne_Pooka_SetupText", resourceCulture); } } /// /// Looks up a localized string similar to You may trash a Treasure other than Cursed Gold from your hand, for <b>+4<nbsp/>Cards</b>.. /// internal static string Nocturne_Pooka_Text { get { return ResourceManager.GetString("Nocturne_Pooka_Text", resourceCulture); } } /// /// Looks up a localized string similar to Pouch. /// internal static string Nocturne_Pouch_Name { get { return ResourceManager.GetString("Nocturne_Pouch_Name", resourceCulture); } } /// /// Looks up a localized string similar to Poverty. /// internal static string Nocturne_Poverty_Name { get { return ResourceManager.GetString("Nocturne_Poverty_Name", resourceCulture); } } /// /// Looks up a localized string similar to Discard down to 3 cards in hand.. /// internal static string Nocturne_Poverty_Text { get { return ResourceManager.GetString("Nocturne_Poverty_Text", resourceCulture); } } /// /// Looks up a localized string similar to Raider. /// internal static string Nocturne_Raider_Name { get { return ResourceManager.GetString("Nocturne_Raider_Name", resourceCulture); } } /// /// Looks up a localized string similar to Each other player with 5 or more cards in hand discards a copy of a card you have in play (or reveals they can't).<nl/><benefit/>. /// internal static string Nocturne_Raider_Text { get { return ResourceManager.GetString("Nocturne_Raider_Text", resourceCulture); } } /// /// Looks up a localized string similar to Sacred Grove. /// internal static string Nocturne_SacredGrove_Name { get { return ResourceManager.GetString("Nocturne_SacredGrove_Name", resourceCulture); } } /// /// Looks up a localized string similar to Receive a Boon. If it doesn't give<nl/>+<coin>1</coin>, each other player may receive it.. /// internal static string Nocturne_SacredGrove_Text { get { return ResourceManager.GetString("Nocturne_SacredGrove_Text", resourceCulture); } } /// /// Looks up a localized string similar to Secret Cave. /// internal static string Nocturne_SecretCave_Name { get { return ResourceManager.GetString("Nocturne_SecretCave_Name", resourceCulture); } } /// /// Looks up a localized string similar to <i>Heirloom: Magic Lamp</i>. /// internal static string Nocturne_SecretCave_SetupText { get { return ResourceManager.GetString("Nocturne_SecretCave_SetupText", resourceCulture); } } /// /// Looks up a localized string similar to You may discard 3 cards.<nl/>If you did, then at the start of your next turn, +<coin>3</coin>.. /// internal static string Nocturne_SecretCave_Text { get { return ResourceManager.GetString("Nocturne_SecretCave_Text", resourceCulture); } } /// /// Looks up a localized string similar to Shepherd. /// internal static string Nocturne_Shepherd_Name { get { return ResourceManager.GetString("Nocturne_Shepherd_Name", resourceCulture); } } /// /// Looks up a localized string similar to <i>Heirloom: Pasture</i>. /// internal static string Nocturne_Shepherd_SetupText { get { return ResourceManager.GetString("Nocturne_Shepherd_SetupText", resourceCulture); } } /// /// Looks up a localized string similar to Discard any number of Victory cards, revealing them.<nl/><b>+2<nbsp/>Cards</b> per card discarded.. /// internal static string Nocturne_Shepherd_Text { get { return ResourceManager.GetString("Nocturne_Shepherd_Text", resourceCulture); } } /// /// Looks up a localized string similar to Skulk. /// internal static string Nocturne_Skulk_Name { get { return ResourceManager.GetString("Nocturne_Skulk_Name", resourceCulture); } } /// /// Looks up a localized string similar to Each other player receives the next Hex.<br/>When you gain this, gain a Gold.. /// internal static string Nocturne_Skulk_Text { get { return ResourceManager.GetString("Nocturne_Skulk_Text", resourceCulture); } } /// /// Looks up a localized string similar to The Earth's Gift. /// internal static string Nocturne_TheEarthsGift_Name { get { return ResourceManager.GetString("Nocturne_TheEarthsGift_Name", resourceCulture); } } /// /// Looks up a localized string similar to You may discard a Treasure to gain a card costing up to <coin>4</coin>.. /// internal static string Nocturne_TheEarthsGift_Text { get { return ResourceManager.GetString("Nocturne_TheEarthsGift_Text", resourceCulture); } } /// /// Looks up a localized string similar to The Field's Gift. /// internal static string Nocturne_TheFieldsGift_Name { get { return ResourceManager.GetString("Nocturne_TheFieldsGift_Name", resourceCulture); } } /// /// Looks up a localized string similar to (Keep this until Clean-up.). /// internal static string Nocturne_TheFieldsGift_Text { get { return ResourceManager.GetString("Nocturne_TheFieldsGift_Text", resourceCulture); } } /// /// Looks up a localized string similar to The Flame's Gift. /// internal static string Nocturne_TheFlamesGift_Name { get { return ResourceManager.GetString("Nocturne_TheFlamesGift_Name", resourceCulture); } } /// /// Looks up a localized string similar to You may trash a card from your hand.. /// internal static string Nocturne_TheFlamesGift_Text { get { return ResourceManager.GetString("Nocturne_TheFlamesGift_Text", resourceCulture); } } /// /// Looks up a localized string similar to The Forest's Gift. /// internal static string Nocturne_TheForestsGift_Name { get { return ResourceManager.GetString("Nocturne_TheForestsGift_Name", resourceCulture); } } /// /// Looks up a localized string similar to (Keep this until Clean-up.). /// internal static string Nocturne_TheForestsGift_Text { get { return ResourceManager.GetString("Nocturne_TheForestsGift_Text", resourceCulture); } } /// /// Looks up a localized string similar to The Moon's Gift. /// internal static string Nocturne_TheMoonsGift_Name { get { return ResourceManager.GetString("Nocturne_TheMoonsGift_Name", resourceCulture); } } /// /// Looks up a localized string similar to Look through your discard pile.<nl/>You may put a card from it onto your deck.. /// internal static string Nocturne_TheMoonsGift_Text { get { return ResourceManager.GetString("Nocturne_TheMoonsGift_Text", resourceCulture); } } /// /// Looks up a localized string similar to The Mountain's Gift. /// internal static string Nocturne_TheMountainsGift_Name { get { return ResourceManager.GetString("Nocturne_TheMountainsGift_Name", resourceCulture); } } /// /// Looks up a localized string similar to Gain a Silver.. /// internal static string Nocturne_TheMountainsGift_Text { get { return ResourceManager.GetString("Nocturne_TheMountainsGift_Text", resourceCulture); } } /// /// Looks up a localized string similar to The River's Gift. /// internal static string Nocturne_TheRiversGift_Name { get { return ResourceManager.GetString("Nocturne_TheRiversGift_Name", resourceCulture); } } /// /// Looks up a localized string similar to <b>+1 Card</b> at the end of this turn.<nl/>(Keep this until Clean-up.). /// internal static string Nocturne_TheRiversGift_Text { get { return ResourceManager.GetString("Nocturne_TheRiversGift_Text", resourceCulture); } } /// /// Looks up a localized string similar to The Sea's Gift. /// internal static string Nocturne_TheSeasGift_Name { get { return ResourceManager.GetString("Nocturne_TheSeasGift_Name", resourceCulture); } } /// /// Looks up a localized string similar to The Sky's Gift. /// internal static string Nocturne_TheSkysGift_Name { get { return ResourceManager.GetString("Nocturne_TheSkysGift_Name", resourceCulture); } } /// /// Looks up a localized string similar to You may discard 3 cards to gain a Gold.. /// internal static string Nocturne_TheSkysGift_Text { get { return ResourceManager.GetString("Nocturne_TheSkysGift_Text", resourceCulture); } } /// /// Looks up a localized string similar to The Sun's Gift. /// internal static string Nocturne_TheSunsGift_Name { get { return ResourceManager.GetString("Nocturne_TheSunsGift_Name", resourceCulture); } } /// /// Looks up a localized string similar to Look at the top 4 cards of your deck.<nl/>Discard any number of them and put the rest back in any order.. /// internal static string Nocturne_TheSunsGift_Text { get { return ResourceManager.GetString("Nocturne_TheSunsGift_Text", resourceCulture); } } /// /// Looks up a localized string similar to The Swamp's Gift. /// internal static string Nocturne_TheSwampsGift_Name { get { return ResourceManager.GetString("Nocturne_TheSwampsGift_Name", resourceCulture); } } /// /// Looks up a localized string similar to Gain a Will-o'-Wisp from its pile.. /// internal static string Nocturne_TheSwampsGift_Text { get { return ResourceManager.GetString("Nocturne_TheSwampsGift_Text", resourceCulture); } } /// /// Looks up a localized string similar to The Wind's Gift. /// internal static string Nocturne_TheWindsGift_Name { get { return ResourceManager.GetString("Nocturne_TheWindsGift_Name", resourceCulture); } } /// /// Looks up a localized string similar to Discard 2 cards.. /// internal static string Nocturne_TheWindsGift_Text { get { return ResourceManager.GetString("Nocturne_TheWindsGift_Text", resourceCulture); } } /// /// Looks up a localized string similar to Tormentor. /// internal static string Nocturne_Tormentor_Name { get { return ResourceManager.GetString("Nocturne_Tormentor_Name", resourceCulture); } } /// /// Looks up a localized string similar to If you have no other cards in play, gain an Imp from its pile. Otherwise, each other player receives the next Hex.. /// internal static string Nocturne_Tormentor_Text { get { return ResourceManager.GetString("Nocturne_Tormentor_Text", resourceCulture); } } /// /// Looks up a localized string similar to Tracker. /// internal static string Nocturne_Tracker_Name { get { return ResourceManager.GetString("Nocturne_Tracker_Name", resourceCulture); } } /// /// Looks up a localized string similar to <i>Heirloom: Pouch</i>. /// internal static string Nocturne_Tracker_SetupText { get { return ResourceManager.GetString("Nocturne_Tracker_SetupText", resourceCulture); } } /// /// Looks up a localized string similar to Receive a Boon.<br/>While this is in play, when you gain a card, you may put that card onto your deck.. /// internal static string Nocturne_Tracker_Text { get { return ResourceManager.GetString("Nocturne_Tracker_Text", resourceCulture); } } /// /// Looks up a localized string similar to Tragic Hero. /// internal static string Nocturne_TragicHero_Name { get { return ResourceManager.GetString("Nocturne_TragicHero_Name", resourceCulture); } } /// /// Looks up a localized string similar to If you have 8 or more cards in hand (after drawing), trash this and gain a Treasure.. /// internal static string Nocturne_TragicHero_Text { get { return ResourceManager.GetString("Nocturne_TragicHero_Text", resourceCulture); } } /// /// Looks up a localized string similar to Twice Miserable. /// internal static string Nocturne_TwiceMiserable_Name { get { return ResourceManager.GetString("Nocturne_TwiceMiserable_Name", resourceCulture); } } /// /// Looks up a localized string similar to <vp>-4</vp>. /// internal static string Nocturne_TwiceMiserable_Text { get { return ResourceManager.GetString("Nocturne_TwiceMiserable_Text", resourceCulture); } } /// /// Looks up a localized string similar to Vampire. /// internal static string Nocturne_Vampire_Name { get { return ResourceManager.GetString("Nocturne_Vampire_Name", resourceCulture); } } /// /// Looks up a localized string similar to Each other player receives the next Hex.<nl/>Gain a card costing up to <coin>5</coin> other than a Vampire.<nl/>Exchange this for a Bat.. /// internal static string Nocturne_Vampire_Text { get { return ResourceManager.GetString("Nocturne_Vampire_Text", resourceCulture); } } /// /// Looks up a localized string similar to War. /// internal static string Nocturne_War_Name { get { return ResourceManager.GetString("Nocturne_War_Name", resourceCulture); } } /// /// Looks up a localized string similar to Reveal cards from your deck until revealing one<nl/>costing <coin>3</coin> or <coin>4</coin>. Trash it and discard the rest.. /// internal static string Nocturne_War_Text { get { return ResourceManager.GetString("Nocturne_War_Text", resourceCulture); } } /// /// Looks up a localized string similar to Werewolf. /// internal static string Nocturne_Werewolf_Name { get { return ResourceManager.GetString("Nocturne_Werewolf_Name", resourceCulture); } } /// /// Looks up a localized string similar to If it's your Night phase, each other player receives the next Hex.<nl/>Otherwise, <b>+3 Cards</b>.. /// internal static string Nocturne_Werewolf_Text { get { return ResourceManager.GetString("Nocturne_Werewolf_Text", resourceCulture); } } /// /// Looks up a localized string similar to Will-o'-Wisp. /// internal static string Nocturne_WillOWisp_Name { get { return ResourceManager.GetString("Nocturne_WillOWisp_Name", resourceCulture); } } /// /// Looks up a localized string similar to Reveal the top card of your deck. If it costs <coin>2</coin> or less, put it into your hand.<nl/><i>(This is not in the Supply.)</i>. /// internal static string Nocturne_WillOWisp_Text { get { return ResourceManager.GetString("Nocturne_WillOWisp_Text", resourceCulture); } } /// /// Looks up a localized string similar to Wish. /// internal static string Nocturne_Wish_Name { get { return ResourceManager.GetString("Nocturne_Wish_Name", resourceCulture); } } /// /// Looks up a localized string similar to Return this to its pile. If you did, gain a card to your hand costing up to <coin>6</coin>.<nl/><i>(This is not in the Supply.)</i>. /// internal static string Nocturne_Wish_Text { get { return ResourceManager.GetString("Nocturne_Wish_Text", resourceCulture); } } /// /// Looks up a localized string similar to Zombie Apprentice. /// internal static string Nocturne_ZombieApprentice_Name { get { return ResourceManager.GetString("Nocturne_ZombieApprentice_Name", resourceCulture); } } /// /// Looks up a localized string similar to You may trash an Action card from your hand for<nl/><b>+3 Cards</b> and <b>+1 Action</b>.. /// internal static string Nocturne_ZombieApprentice_Text { get { return ResourceManager.GetString("Nocturne_ZombieApprentice_Text", resourceCulture); } } /// /// Looks up a localized string similar to Zombie Mason. /// internal static string Nocturne_ZombieMason_Name { get { return ResourceManager.GetString("Nocturne_ZombieMason_Name", resourceCulture); } } /// /// Looks up a localized string similar to Trash the top card of your deck. You may gain a card costing up to <coin>1</coin> more than it.. /// internal static string Nocturne_ZombieMason_Text { get { return ResourceManager.GetString("Nocturne_ZombieMason_Text", resourceCulture); } } /// /// Looks up a localized string similar to Zombie Spy. /// internal static string Nocturne_ZombieSpy_Name { get { return ResourceManager.GetString("Nocturne_ZombieSpy_Name", resourceCulture); } } /// /// Looks up a localized string similar to Look at the top card of your deck. Discard it or put it back.. /// internal static string Nocturne_ZombieSpy_Text { get { return ResourceManager.GetString("Nocturne_ZombieSpy_Text", resourceCulture); } } /// /// Looks up a localized string similar to Now. /// internal static string Now { get { return ResourceManager.GetString("Now", resourceCulture); } } /// /// Looks up a localized string similar to Now and at the start of your next turn:. /// internal static string NowAndAtTheStartOfYourNextTurn { get { return ResourceManager.GetString("NowAndAtTheStartOfYourNextTurn", resourceCulture); } } /// /// Looks up a localized string similar to Pay {cost}. /// internal static string PayCost { get { return ResourceManager.GetString("PayCost", resourceCulture); } } /// /// Looks up a localized string similar to You are paying for {card}. /// internal static string PayingForCard { get { return ResourceManager.GetString("PayingForCard", resourceCulture); } } /// /// Looks up a localized string similar to Perform Attack. /// internal static string PerformAttack { get { return ResourceManager.GetString("PerformAttack", resourceCulture); } } /// /// Looks up a localized string similar to Performing Clean-up. /// internal static string PerformingCleanup { get { return ResourceManager.GetString("PerformingCleanup", resourceCulture); } } /// /// Looks up a localized string similar to Action. /// internal static string Phase_Action { get { return ResourceManager.GetString("Phase_Action", resourceCulture); } } /// /// Looks up a localized string similar to Action (Treasure). /// internal static string Phase_ActionTreasure { get { return ResourceManager.GetString("Phase_ActionTreasure", resourceCulture); } } /// /// Looks up a localized string similar to Buy. /// internal static string Phase_Buy { get { return ResourceManager.GetString("Phase_Buy", resourceCulture); } } /// /// Looks up a localized string similar to Buy (Treasure). /// internal static string Phase_BuyTreasure { get { return ResourceManager.GetString("Phase_BuyTreasure", resourceCulture); } } /// /// Looks up a localized string similar to Clean-up. /// internal static string Phase_Cleanup { get { return ResourceManager.GetString("Phase_Cleanup", resourceCulture); } } /// /// Looks up a localized string similar to Endgame. /// internal static string Phase_Endgame { get { return ResourceManager.GetString("Phase_Endgame", resourceCulture); } } /// /// Looks up a localized string similar to Night. /// internal static string Phase_Night { get { return ResourceManager.GetString("Phase_Night", resourceCulture); } } /// /// Looks up a localized string similar to Setup. /// internal static string Phase_Setup { get { return ResourceManager.GetString("Phase_Setup", resourceCulture); } } /// /// Looks up a localized string similar to Starting. /// internal static string Phase_Starting { get { return ResourceManager.GetString("Phase_Starting", resourceCulture); } } /// /// Looks up a localized string similar to Waiting. /// internal static string Phase_Waiting { get { return ResourceManager.GetString("Phase_Waiting", resourceCulture); } } /// /// Looks up a localized string similar to This pile is hidden!. /// internal static string PileHidden { get { return ResourceManager.GetString("PileHidden", resourceCulture); } } /// /// Looks up a localized string similar to +<coin>{count}</coin> (from Pirate Ship tokens). /// internal static string PirateShip_PlusCoins { get { return ResourceManager.GetString("PirateShip_PlusCoins", resourceCulture); } } /// /// Looks up a localized string similar to Play {card}. /// internal static string PlayCard { get { return ResourceManager.GetString("PlayCard", resourceCulture); } } /// /// Looks up a localized string similar to You played {card}. /// internal static string PlayedCard { get { return ResourceManager.GetString("PlayedCard", resourceCulture); } } /// /// Looks up a localized string similar to You played {cards}. /// internal static string PlayedCards { get { return ResourceManager.GetString("PlayedCards", resourceCulture); } } /// /// Looks up a localized string similar to Do you want to discard {player}'s {card} or put it back on top?. /// internal static string PlayerDiscardOrTopDeck { get { return ResourceManager.GetString("PlayerDiscardOrTopDeck", resourceCulture); } } /// /// Looks up a localized string similar to {player} gained {card}. /// internal static string PlayerGainedCard { get { return ResourceManager.GetString("PlayerGainedCard", resourceCulture); } } /// /// Looks up a localized string similar to {player} trashed 10 cards. /// internal static string PlayerTrashed10Cards { get { return ResourceManager.GetString("PlayerTrashed10Cards", resourceCulture); } } /// /// Looks up a localized string similar to {player} trashed 11 cards. /// internal static string PlayerTrashed11Cards { get { return ResourceManager.GetString("PlayerTrashed11Cards", resourceCulture); } } /// /// Looks up a localized string similar to {player} trashed 12 cards. /// internal static string PlayerTrashed12Cards { get { return ResourceManager.GetString("PlayerTrashed12Cards", resourceCulture); } } /// /// Looks up a localized string similar to {player} trashed 13 cards. /// internal static string PlayerTrashed13Cards { get { return ResourceManager.GetString("PlayerTrashed13Cards", resourceCulture); } } /// /// Looks up a localized string similar to {player} trashed 14 cards. /// internal static string PlayerTrashed14Cards { get { return ResourceManager.GetString("PlayerTrashed14Cards", resourceCulture); } } /// /// Looks up a localized string similar to {player} trashed 15 cards. /// internal static string PlayerTrashed15Cards { get { return ResourceManager.GetString("PlayerTrashed15Cards", resourceCulture); } } /// /// Looks up a localized string similar to {player} trashed 16 cards. /// internal static string PlayerTrashed16Cards { get { return ResourceManager.GetString("PlayerTrashed16Cards", resourceCulture); } } /// /// Looks up a localized string similar to {player} trashed 17 cards. /// internal static string PlayerTrashed17Cards { get { return ResourceManager.GetString("PlayerTrashed17Cards", resourceCulture); } } /// /// Looks up a localized string similar to {player} trashed 18 cards. /// internal static string PlayerTrashed18Cards { get { return ResourceManager.GetString("PlayerTrashed18Cards", resourceCulture); } } /// /// Looks up a localized string similar to {player} trashed 19 cards. /// internal static string PlayerTrashed19Cards { get { return ResourceManager.GetString("PlayerTrashed19Cards", resourceCulture); } } /// /// Looks up a localized string similar to {player} trashed 1 card. /// internal static string PlayerTrashed1Cards { get { return ResourceManager.GetString("PlayerTrashed1Cards", resourceCulture); } } /// /// Looks up a localized string similar to {player} trashed 2 cards. /// internal static string PlayerTrashed2Cards { get { return ResourceManager.GetString("PlayerTrashed2Cards", resourceCulture); } } /// /// Looks up a localized string similar to {player} trashed 3 cards. /// internal static string PlayerTrashed3Cards { get { return ResourceManager.GetString("PlayerTrashed3Cards", resourceCulture); } } /// /// Looks up a localized string similar to {player} trashed 4 cards. /// internal static string PlayerTrashed4Cards { get { return ResourceManager.GetString("PlayerTrashed4Cards", resourceCulture); } } /// /// Looks up a localized string similar to {player} trashed 5 cards. /// internal static string PlayerTrashed5Cards { get { return ResourceManager.GetString("PlayerTrashed5Cards", resourceCulture); } } /// /// Looks up a localized string similar to {player} trashed 6 cards. /// internal static string PlayerTrashed6Cards { get { return ResourceManager.GetString("PlayerTrashed6Cards", resourceCulture); } } /// /// Looks up a localized string similar to {player} trashed 7 cards. /// internal static string PlayerTrashed7Cards { get { return ResourceManager.GetString("PlayerTrashed7Cards", resourceCulture); } } /// /// Looks up a localized string similar to {player} trashed 8 cards. /// internal static string PlayerTrashed8Cards { get { return ResourceManager.GetString("PlayerTrashed8Cards", resourceCulture); } } /// /// Looks up a localized string similar to {player} trashed 9 cards. /// internal static string PlayerTrashed9Cards { get { return ResourceManager.GetString("PlayerTrashed9Cards", resourceCulture); } } /// /// Looks up a localized string similar to {player} trashed {count} cards. /// internal static string PlayerTrashedNCards { get { return ResourceManager.GetString("PlayerTrashedNCards", resourceCulture); } } /// /// Looks up a localized string similar to Turn started for {player}. /// internal static string PlayerTurnStarted { get { return ResourceManager.GetString("PlayerTurnStarted", resourceCulture); } } /// /// Looks up a localized string similar to You are playing {card}. /// internal static string PlayingCard { get { return ResourceManager.GetString("PlayingCard", resourceCulture); } } /// /// Looks up a localized string similar to Play non-Command Action card. /// internal static string PlayNonCommandAction { get { return ResourceManager.GetString("PlayNonCommandAction", resourceCulture); } } /// /// Looks up a localized string similar to +<coin>2</coin>. /// internal static string Plus2Coins { get { return ResourceManager.GetString("Plus2Coins", resourceCulture); } } /// /// Looks up a localized string similar to Avanto. /// internal static string Promotional_Avanto_Name { get { return ResourceManager.GetString("Promotional_Avanto_Name", resourceCulture); } } /// /// Looks up a localized string similar to You may play a Sauna from your hand.. /// internal static string Promotional_Avanto_Text { get { return ResourceManager.GetString("Promotional_Avanto_Text", resourceCulture); } } /// /// Looks up a localized string similar to Reveal the top 3 cards of the Black Market deck. You may buy one of them immediately.<nl/>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>. /// internal static string Promotional_BlackMarket_First_Text { get { return ResourceManager.GetString("Promotional_BlackMarket_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Black Market. /// internal static string Promotional_BlackMarket_Name { get { return ResourceManager.GetString("Promotional_BlackMarket_Name", resourceCulture); } } /// /// Looks up a localized string similar to Reveal the top 3 cards of the Black Market deck. Play any number of Treasures from your hand. You may buy one of the revealed cards. Put the rest on the bottom of the Black Market deck in any order.<br/>Setup: Make a Black Market deck out of different unused Kingdom cards. /// internal static string Promotional_BlackMarket_Second_Text { get { return ResourceManager.GetString("Promotional_BlackMarket_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Black Market Supply. /// internal static string Promotional_BlackMarketSupply_Name { get { return ResourceManager.GetString("Promotional_BlackMarketSupply_Name", resourceCulture); } } /// /// Looks up a localized string similar to Church. /// internal static string Promotional_Church_Name { get { return ResourceManager.GetString("Promotional_Church_Name", resourceCulture); } } /// /// Looks up a localized string similar to Set aside up to 3 cards from your hand face down. At the start of your next turn, put them into your hand, then you may trash a card from your hand.. /// internal static string Promotional_Church_Text { get { return ResourceManager.GetString("Promotional_Church_Text", resourceCulture); } } /// /// Looks up a localized string similar to Dismantle. /// internal static string Promotional_Dismantle_Name { get { return ResourceManager.GetString("Promotional_Dismantle_Name", resourceCulture); } } /// /// Looks up a localized string similar to Trash a card from your hand. If it costs <coin>1</coin> or more, gain a cheaper card and a Gold.. /// internal static string Promotional_Dismantle_Text { get { return ResourceManager.GetString("Promotional_Dismantle_Text", resourceCulture); } } /// /// Looks up a localized string similar to Reveal the top 5 cards from your deck. The player to your left chooses one for you to discard. Draw the rest.. /// internal static string Promotional_Envoy_First_Text { get { return ResourceManager.GetString("Promotional_Envoy_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Envoy. /// internal static string Promotional_Envoy_Name { get { return ResourceManager.GetString("Promotional_Envoy_Name", resourceCulture); } } /// /// Looks up a localized string similar to Reveal the top 5 cards from your deck. The player to your left chooses one. Discard that one and put the rest into your hand.. /// internal static string Promotional_Envoy_Second_Text { get { return ResourceManager.GetString("Promotional_Envoy_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Choose one; you get the version in parenthesis: 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 <coin>1</coin> (<coin>2</coin>) more.. /// internal static string Promotional_Governor_First_Text { get { return ResourceManager.GetString("Promotional_Governor_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Governor. /// internal static string Promotional_Governor_Name { get { return ResourceManager.GetString("Promotional_Governor_Name", resourceCulture); } } /// /// Looks up a localized string similar to Choose one; you get the version in parenthesis: Each player gets <b>+1</b> (<b>+3</b>) <b>Cards</b>; or each player gains a Silver (Gold); or each player may trash a card from their hand and gain a card costing exactly <coin>1</coin> (<coin>2</coin>) more.. /// internal static string Promotional_Governor_Second_Text { get { return ResourceManager.GetString("Promotional_Governor_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Prince. /// internal static string Promotional_Prince_Name { get { return ResourceManager.GetString("Promotional_Prince_Name", resourceCulture); } } /// /// Looks up a localized string similar to You may set this aside. If you do, set aside an Action card from your hand costing up to <coin>4</coin>. 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).. /// internal static string Promotional_Prince_Text { get { return ResourceManager.GetString("Promotional_Prince_Text", resourceCulture); } } /// /// Looks up a localized string similar to Sauna. /// internal static string Promotional_Sauna_Name { get { return ResourceManager.GetString("Promotional_Sauna_Name", resourceCulture); } } /// /// Looks up a localized string similar to You may plan an Avanto from your hand.<br/>While this is in play, when you play a Silver, you may trash a card from your hand.. /// internal static string Promotional_Sauna_Text { get { return ResourceManager.GetString("Promotional_Sauna_Text", resourceCulture); } } /// /// Looks up a localized string similar to Sauna/Avanto. /// internal static string Promotional_SaunaAvanto_Name { get { return ResourceManager.GetString("Promotional_SaunaAvanto_Name", resourceCulture); } } /// /// Looks up a localized string similar to This pile starts the game with 5 copies of Sauna on top, then 5 copies of Avanto. Only the top card of the pile can be gained or bought.. /// internal static string Promotional_SaunaAvanto_Text { get { return ResourceManager.GetString("Promotional_SaunaAvanto_Text", resourceCulture); } } /// /// Looks up a localized string similar to <br/>When you shuffle, you may put this anywhere in your deck.. /// internal static string Promotional_Stash_First_Text { get { return ResourceManager.GetString("Promotional_Stash_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Stash. /// internal static string Promotional_Stash_Name { get { return ResourceManager.GetString("Promotional_Stash_Name", resourceCulture); } } /// /// Looks up a localized string similar to <br/>When shuffling this, you may look through your remaining deck, and may put this anywhere in the shuffled cards.. /// internal static string Promotional_Stash_Second_Text { get { return ResourceManager.GetString("Promotional_Stash_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Gain an Action card costing up to <coin>4</coin>. Set it aside.<nl/>If you do, then at the start of your next turn, play it.. /// internal static string Promotional_Summon_First_Text { get { return ResourceManager.GetString("Promotional_Summon_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Summon. /// internal static string Promotional_Summon_Name { get { return ResourceManager.GetString("Promotional_Summon_Name", resourceCulture); } } /// /// Looks up a localized string similar to Gain an Action card costing up to <coin>4</coin>. Set it aside.<nl/>If you did, then at the start of your next turn, play it.. /// internal static string Promotional_Summon_Second_Text { get { return ResourceManager.GetString("Promotional_Summon_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to <br/>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.. /// internal static string Promotional_WalledVillage_First_Text { get { return ResourceManager.GetString("Promotional_WalledVillage_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Walled Village. /// internal static string Promotional_WalledVillage_Name { get { return ResourceManager.GetString("Promotional_WalledVillage_Name", resourceCulture); } } /// /// Looks up a localized string similar to <br/>At the start of Clean-up, if you have this and no more than one other Action card in play, you may put this onto your deck.. /// internal static string Promotional_WalledVillage_Second_Text { get { return ResourceManager.GetString("Promotional_WalledVillage_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Bank. /// internal static string Prosperity_Bank_Name { get { return ResourceManager.GetString("Prosperity_Bank_Name", resourceCulture); } } /// /// Looks up a localized string similar to When you play this, it's worth <coin>1</coin> per Treasure card you have in play (counting this).. /// internal static string Prosperity_Bank_Text { get { return ResourceManager.GetString("Prosperity_Bank_Text", resourceCulture); } } /// /// Looks up a localized string similar to Trash a card from your hand.<nl/>+<vp/> equal to half its cost in coins, rounded down.<nl/>Each other player may trash a card from his hand.. /// internal static string Prosperity_Bishop_First_Text { get { return ResourceManager.GetString("Prosperity_Bishop_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Bishop. /// internal static string Prosperity_Bishop_Name { get { return ResourceManager.GetString("Prosperity_Bishop_Name", resourceCulture); } } /// /// Looks up a localized string similar to Trash a card from your hand.<nl/>+<vp>1</vp> per <coin>2</coin> it costs (round down). Each other player may trash a card from their hand.. /// internal static string Prosperity_Bishop_Second_Text { get { return ResourceManager.GetString("Prosperity_Bishop_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to If there are one or more empty Supply piles, +1<nbsp/>Card. If there are two or more, +<coin>1</coin> and +1<nbsp/>Buy.. /// internal static string Prosperity_City_First_Text { get { return ResourceManager.GetString("Prosperity_City_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to City. /// internal static string Prosperity_City_Name { get { return ResourceManager.GetString("Prosperity_City_Name", resourceCulture); } } /// /// Looks up a localized string similar to If there are one or more empty Supply piles, <b>+1<nbsp/>Card</b>. If there are two or more, <b>+1<nbsp/>Buy</b> and <b>+</b><coin>1</coin>.. /// internal static string Prosperity_City_Second_Text { get { return ResourceManager.GetString("Prosperity_City_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Colony. /// internal static string Prosperity_Colony_Name { get { return ResourceManager.GetString("Prosperity_Colony_Name", resourceCulture); } } /// /// Looks up a localized string similar to Contraband. /// internal static string Prosperity_Contraband_Name { get { return ResourceManager.GetString("Prosperity_Contraband_Name", resourceCulture); } } /// /// Looks up a localized string similar to When you play this, the player to your left names a card.<nl/>You can't buy that card this turn.. /// internal static string Prosperity_Contraband_Text { get { return ResourceManager.GetString("Prosperity_Contraband_Text", resourceCulture); } } /// /// Looks up a localized string similar to Look through your discard pile, reveal any number of Copper cards from it, and put them into your hand.. /// internal static string Prosperity_CountingHouse_First_Text { get { return ResourceManager.GetString("Prosperity_CountingHouse_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Counting House. /// internal static string Prosperity_CountingHouse_Name { get { return ResourceManager.GetString("Prosperity_CountingHouse_Name", resourceCulture); } } /// /// Looks up a localized string similar to Look through your discard pile, reveal any number of Coppers from it, and put them into your hand.. /// internal static string Prosperity_CountingHouse_Second_Text { get { return ResourceManager.GetString("Prosperity_CountingHouse_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Trash a card from your hand.<nl/>Gain a card costing up to <coin>3</coin> more than the trashed card.. /// internal static string Prosperity_Expand_First_Text { get { return ResourceManager.GetString("Prosperity_Expand_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Expand. /// internal static string Prosperity_Expand_Name { get { return ResourceManager.GetString("Prosperity_Expand_Name", resourceCulture); } } /// /// Looks up a localized string similar to Trash a card from your hand.<nl/>Gain a card costing up to <coin>3</coin> more than it.. /// internal static string Prosperity_Expand_Second_Text { get { return ResourceManager.GetString("Prosperity_Expand_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to 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.. /// internal static string Prosperity_Forge_First_Text { get { return ResourceManager.GetString("Prosperity_Forge_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Forge. /// internal static string Prosperity_Forge_Name { get { return ResourceManager.GetString("Prosperity_Forge_Name", resourceCulture); } } /// /// Looks up a localized string similar to Trash any number of cards from your hand. Gain a card with cost exactly equal to the total cost in <coin/> of the trashed cards.. /// internal static string Prosperity_Forge_Second_Text { get { return ResourceManager.GetString("Prosperity_Forge_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Each other player discards down to 3 cards in his hand.<br/>While this is in play, when you buy a card, +<vp>1</vp>.. /// internal static string Prosperity_Goons_First_Text { get { return ResourceManager.GetString("Prosperity_Goons_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Goons. /// internal static string Prosperity_Goons_Name { get { return ResourceManager.GetString("Prosperity_Goons_Name", resourceCulture); } } /// /// Looks up a localized string similar to Each other player discards down to 3 cards in hand.<br/>While this is in play, when you buy a card, +<vp>1</vp>.. /// internal static string Prosperity_Goons_Second_Text { get { return ResourceManager.GetString("Prosperity_Goons_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to <br/>You can't buy this if you have any Copper in play.. /// internal static string Prosperity_GrandMarket_First_Text { get { return ResourceManager.GetString("Prosperity_GrandMarket_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Grand Market. /// internal static string Prosperity_GrandMarket_Name { get { return ResourceManager.GetString("Prosperity_GrandMarket_Name", resourceCulture); } } /// /// Looks up a localized string similar to <br/>You can't buy this if you have any Coppers in play.. /// internal static string Prosperity_GrandMarket_Second_Text { get { return ResourceManager.GetString("Prosperity_GrandMarket_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Hoard. /// internal static string Prosperity_Hoard_Name { get { return ResourceManager.GetString("Prosperity_Hoard_Name", resourceCulture); } } /// /// Looks up a localized string similar to <br/>While this is in play, when you buy a Victory card, gain a Gold.. /// internal static string Prosperity_Hoard_Text { get { return ResourceManager.GetString("Prosperity_Hoard_Text", resourceCulture); } } /// /// Looks up a localized string similar to You may choose an Action card in your hand. Play it three times.. /// internal static string Prosperity_KingsCourt_First_Text { get { return ResourceManager.GetString("Prosperity_KingsCourt_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to King's Court. /// internal static string Prosperity_KingsCourt_Name { get { return ResourceManager.GetString("Prosperity_KingsCourt_Name", resourceCulture); } } /// /// Looks up a localized string similar to You may play an Action card from your hand three times.. /// internal static string Prosperity_KingsCourt_Second_Text { get { return ResourceManager.GetString("Prosperity_KingsCourt_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to When you play this, reveal cards from your deck until you reveal a Treasure.<nl/>Discard it or trash it.<nl/>Discard the other cards.. /// internal static string Prosperity_Loan_First_Text { get { return ResourceManager.GetString("Prosperity_Loan_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Loan. /// internal static string Prosperity_Loan_Name { get { return ResourceManager.GetString("Prosperity_Loan_Name", resourceCulture); } } /// /// Looks up a localized string similar to When you play this, reveal cards from your deck until you reveal a Treasure. Discard it or trash it. Discard the other cards.. /// internal static string Prosperity_Loan_Second_Text { get { return ResourceManager.GetString("Prosperity_Loan_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Mint. /// internal static string Prosperity_Mint_Name { get { return ResourceManager.GetString("Prosperity_Mint_Name", resourceCulture); } } /// /// Looks up a localized string similar to You may reveal a Treasure card from your hand. Gain a copy of it.<br/>When you buy this, trash all Treasures you have in play.. /// internal static string Prosperity_Mint_Text { get { return ResourceManager.GetString("Prosperity_Mint_Text", resourceCulture); } } /// /// Looks up a localized string similar to Monument. /// internal static string Prosperity_Monument_Name { get { return ResourceManager.GetString("Prosperity_Monument_Name", resourceCulture); } } /// /// Looks up a localized string similar to Each other player may discard a Curse. If he doesn't, he gains a Curse and a Copper.. /// internal static string Prosperity_Mountebank_First_Text { get { return ResourceManager.GetString("Prosperity_Mountebank_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Mountebank. /// internal static string Prosperity_Mountebank_Name { get { return ResourceManager.GetString("Prosperity_Mountebank_Name", resourceCulture); } } /// /// Looks up a localized string similar to Each other player may discard a Curse. If they don't, they gain a Curse and a Copper.. /// internal static string Prosperity_Mountebank_Second_Text { get { return ResourceManager.GetString("Prosperity_Mountebank_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Peddler. /// internal static string Prosperity_Peddler_Name { get { return ResourceManager.GetString("Prosperity_Peddler_Name", resourceCulture); } } /// /// Looks up a localized string similar to <br/>During your Buy phase, this costs <coin>2</coin> less per Action card you have in play, but not less than <coin>0</coin>.. /// internal static string Prosperity_Peddler_Text { get { return ResourceManager.GetString("Prosperity_Peddler_Text", resourceCulture); } } /// /// Looks up a localized string similar to Platinum. /// internal static string Prosperity_Platinum_Name { get { return ResourceManager.GetString("Prosperity_Platinum_Name", resourceCulture); } } /// /// Looks up a localized string similar to Quarry. /// internal static string Prosperity_Quarry_Name { get { return ResourceManager.GetString("Prosperity_Quarry_Name", resourceCulture); } } /// /// Looks up a localized string similar to <br/>While this is in play, Action cards cost <coin>2</coin> less, but not less than <coin>0</coin>. /// internal static string Prosperity_Quarry_Text { get { return ResourceManager.GetString("Prosperity_Quarry_Text", resourceCulture); } } /// /// Looks up a localized string similar to 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.. /// internal static string Prosperity_Rabble_First_Text { get { return ResourceManager.GetString("Prosperity_Rabble_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Rabble. /// internal static string Prosperity_Rabble_Name { get { return ResourceManager.GetString("Prosperity_Rabble_Name", resourceCulture); } } /// /// Looks up a localized string similar to Each other player reveals the top 3 cards of their deck, discards the Actions and Treasures, and puts the rest back in any order they choose.. /// internal static string Prosperity_Rabble_Second_Text { get { return ResourceManager.GetString("Prosperity_Rabble_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to <br/>While this is in play, when you gain a card, you may put that card on top of your deck.. /// internal static string Prosperity_RoyalSeal_First_Text { get { return ResourceManager.GetString("Prosperity_RoyalSeal_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Royal Seal. /// internal static string Prosperity_RoyalSeal_Name { get { return ResourceManager.GetString("Prosperity_RoyalSeal_Name", resourceCulture); } } /// /// Looks up a localized string similar to <br/>While this is in play, when you gain a card, you may put that card onto your deck.. /// internal static string Prosperity_RoyalSeal_Second_Text { get { return ResourceManager.GetString("Prosperity_RoyalSeal_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to <br/>While this is in play, when you buy a card costing <coin>4</coin> or less that is not a Victory card, gain a copy of it.. /// internal static string Prosperity_Talisman_First_Text { get { return ResourceManager.GetString("Prosperity_Talisman_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Talisman. /// internal static string Prosperity_Talisman_Name { get { return ResourceManager.GetString("Prosperity_Talisman_Name", resourceCulture); } } /// /// Looks up a localized string similar to <br/>While this is in play, when you buy a non-Victory card costing <coin>4</coin> or less, gain a copy of it.. /// internal static string Prosperity_Talisman_Second_Text { get { return ResourceManager.GetString("Prosperity_Talisman_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to +<coin>1</coin> per token on the Trade Route mat.<nl/>Trash a card from your hand.<br/>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.. /// internal static string Prosperity_TradeRoute_First_Text { get { return ResourceManager.GetString("Prosperity_TradeRoute_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Trade Route. /// internal static string Prosperity_TradeRoute_Name { get { return ResourceManager.GetString("Prosperity_TradeRoute_Name", resourceCulture); } } /// /// Looks up a localized string similar to Trash a card from your hand.<nl/>+<coin>1</coin> per Coin token on the Trade Route mat.<br/>Setup: Add a Coin token to each Victory Supply pile; move that token to the Trade Route mat when a card is gained from that pile.. /// internal static string Prosperity_TradeRoute_Second_Text { get { return ResourceManager.GetString("Prosperity_TradeRoute_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Discard any number of cards. +<coin>1</coin> per card discarded.<nl/>Each other player may discard 2 cards. If he does, he draws a card.. /// internal static string Prosperity_Vault_First_Text { get { return ResourceManager.GetString("Prosperity_Vault_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Vault. /// internal static string Prosperity_Vault_Name { get { return ResourceManager.GetString("Prosperity_Vault_Name", resourceCulture); } } /// /// Looks up a localized string similar to Discard any number of cards for +<coin>1</coin> each.<nl/>Each other player may discard 2 cards, to draw a card.. /// internal static string Prosperity_Vault_Second_Text { get { return ResourceManager.GetString("Prosperity_Vault_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Venture. /// internal static string Prosperity_Venture_Name { get { return ResourceManager.GetString("Prosperity_Venture_Name", resourceCulture); } } /// /// Looks up a localized string similar to When you play this, reveal cards from your deck until you reveal a Treasure. Discard the other cards.<nl/>Play that Treasure.. /// internal static string Prosperity_Venture_Text { get { return ResourceManager.GetString("Prosperity_Venture_Text", resourceCulture); } } /// /// Looks up a localized string similar to Draw until you have 6 cards in hand.<br/>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.. /// internal static string Prosperity_Watchtower_First_Text { get { return ResourceManager.GetString("Prosperity_Watchtower_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Watchtower. /// internal static string Prosperity_Watchtower_Name { get { return ResourceManager.GetString("Prosperity_Watchtower_Name", resourceCulture); } } /// /// Looks up a localized string similar to Draw until you have 6 cards in hand.<br/>When you gain a card, you may reveal this from your hand, to either trash that card or put it onto your deck.. /// internal static string Prosperity_Watchtower_Second_Text { get { return ResourceManager.GetString("Prosperity_Watchtower_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Worker's Village. /// internal static string Prosperity_WorkersVillage_Name { get { return ResourceManager.GetString("Prosperity_WorkersVillage_Name", resourceCulture); } } /// /// Looks up a localized string similar to Put {card} on your deck. /// internal static string PutCardOnYourDeck { get { return ResourceManager.GetString("PutCardOnYourDeck", resourceCulture); } } /// /// Looks up a localized string similar to Put into hand. /// internal static string PutIntoHand { get { return ResourceManager.GetString("PutIntoHand", resourceCulture); } } /// /// Looks up a localized string similar to Put it back. /// internal static string PutItBack { get { return ResourceManager.GetString("PutItBack", resourceCulture); } } /// /// Looks up a localized string similar to Put on deck. /// internal static string PutOnDeck { get { return ResourceManager.GetString("PutOnDeck", resourceCulture); } } /// /// Looks up a localized string similar to Cards have been shuffled. You may rearrange them.. /// internal static string RearrangeShuffledCards { get { return ResourceManager.GetString("RearrangeShuffledCards", resourceCulture); } } /// /// Looks up a localized string similar to Receive a Hex. /// internal static string ReceiveHex { get { return ResourceManager.GetString("ReceiveHex", resourceCulture); } } /// /// Looks up a localized string similar to Receive a set-aside Boon. /// internal static string ReceiveSetAsideBoon { get { return ResourceManager.GetString("ReceiveSetAsideBoon", resourceCulture); } } /// /// Looks up a localized string similar to Academy. /// internal static string Renaissance_Academy_Name { get { return ResourceManager.GetString("Renaissance_Academy_Name", resourceCulture); } } /// /// Looks up a localized string similar to When you gain an Action card, <b>+1<nbsp/>Villager</b>.. /// internal static string Renaissance_Academy_Text { get { return ResourceManager.GetString("Renaissance_Academy_Text", resourceCulture); } } /// /// Looks up a localized string similar to Acting Troupe. /// internal static string Renaissance_ActingTroupe_Name { get { return ResourceManager.GetString("Renaissance_ActingTroupe_Name", resourceCulture); } } /// /// Looks up a localized string similar to Trash this.. /// internal static string Renaissance_ActingTroupe_Text { get { return ResourceManager.GetString("Renaissance_ActingTroupe_Text", resourceCulture); } } /// /// Looks up a localized string similar to Barracks. /// internal static string Renaissance_Barracks_Name { get { return ResourceManager.GetString("Renaissance_Barracks_Name", resourceCulture); } } /// /// Looks up a localized string similar to At the start of your turn, <b>+1<nbsp/>Action</b>.. /// internal static string Renaissance_Barracks_Text { get { return ResourceManager.GetString("Renaissance_Barracks_Text", resourceCulture); } } /// /// Looks up a localized string similar to Border Guard. /// internal static string Renaissance_BorderGuard_Name { get { return ResourceManager.GetString("Renaissance_BorderGuard_Name", resourceCulture); } } /// /// Looks up a localized string similar to Reveal the top 2 cards of your deck. Put one into your hand and discard the other. If both were Actions, take the Lantern or Horn.. /// internal static string Renaissance_BorderGuard_Text { get { return ResourceManager.GetString("Renaissance_BorderGuard_Text", resourceCulture); } } /// /// Looks up a localized string similar to Canal. /// internal static string Renaissance_Canal_Name { get { return ResourceManager.GetString("Renaissance_Canal_Name", resourceCulture); } } /// /// Looks up a localized string similar to During your turns, cards cost<nl/><coin>1</coin> less, but not less than <coin>0</coin>.. /// internal static string Renaissance_Canal_Text { get { return ResourceManager.GetString("Renaissance_Canal_Text", resourceCulture); } } /// /// Looks up a localized string similar to Cargo Ship. /// internal static string Renaissance_CargoShip_Name { get { return ResourceManager.GetString("Renaissance_CargoShip_Name", resourceCulture); } } /// /// Looks up a localized string similar to Once this turn, when you gain a card, you may set it aside face up (on this).<nl/>At the start of your next turn, put it into your hand.. /// internal static string Renaissance_CargoShip_Text { get { return ResourceManager.GetString("Renaissance_CargoShip_Text", resourceCulture); } } /// /// Looks up a localized string similar to Cathedral. /// internal static string Renaissance_Cathedral_Name { get { return ResourceManager.GetString("Renaissance_Cathedral_Name", resourceCulture); } } /// /// Looks up a localized string similar to At the start of your turn, trash a card from your hand.. /// internal static string Renaissance_Cathedral_Text { get { return ResourceManager.GetString("Renaissance_Cathedral_Text", resourceCulture); } } /// /// Looks up a localized string similar to Citadel. /// internal static string Renaissance_Citadel_Name { get { return ResourceManager.GetString("Renaissance_Citadel_Name", resourceCulture); } } /// /// Looks up a localized string similar to The first time you plan an Action card during<nl/>each of your turns, play it again afterwards.. /// internal static string Renaissance_Citadel_Text { get { return ResourceManager.GetString("Renaissance_Citadel_Text", resourceCulture); } } /// /// Looks up a localized string similar to City Gate. /// internal static string Renaissance_CityGate_Name { get { return ResourceManager.GetString("Renaissance_CityGate_Name", resourceCulture); } } /// /// Looks up a localized string similar to At the start of your turn, <b>+1<nbsp/>Card</b>,<nl/>then put a card from your hand onto your deck.. /// internal static string Renaissance_CityGate_Text { get { return ResourceManager.GetString("Renaissance_CityGate_Text", resourceCulture); } } /// /// Looks up a localized string similar to Crop Rotation. /// internal static string Renaissance_CropRotation_Name { get { return ResourceManager.GetString("Renaissance_CropRotation_Name", resourceCulture); } } /// /// Looks up a localized string similar to At the start of your turn, you may discard a Victory card for <b>+2<nbsp/>Cards</b>.. /// internal static string Renaissance_CropRotation_Text { get { return ResourceManager.GetString("Renaissance_CropRotation_Text", resourceCulture); } } /// /// Looks up a localized string similar to Ducat. /// internal static string Renaissance_Ducat_Name { get { return ResourceManager.GetString("Renaissance_Ducat_Name", resourceCulture); } } /// /// Looks up a localized string similar to <br/>When you gain this, you may trash a Copper from your hand.. /// internal static string Renaissance_Ducat_Text { get { return ResourceManager.GetString("Renaissance_Ducat_Text", resourceCulture); } } /// /// Looks up a localized string similar to Experiment. /// internal static string Renaissance_Experiment_Name { get { return ResourceManager.GetString("Renaissance_Experiment_Name", resourceCulture); } } /// /// Looks up a localized string similar to Return this to the Supply.<br/>When you gain this, gain another Experiment (that doesn't come with another).. /// internal static string Renaissance_Experiment_Text { get { return ResourceManager.GetString("Renaissance_Experiment_Text", resourceCulture); } } /// /// Looks up a localized string similar to Exploration. /// internal static string Renaissance_Exploration_Name { get { return ResourceManager.GetString("Renaissance_Exploration_Name", resourceCulture); } } /// /// Looks up a localized string similar to At the end of your Buy phase, if you didn't<nl/>buy any cards, <b>+1<nbsp/>Coffers</b> and <b>+1<nbsp/>Villager</b>.. /// internal static string Renaissance_Exploration_Text { get { return ResourceManager.GetString("Renaissance_Exploration_Text", resourceCulture); } } /// /// Looks up a localized string similar to Fair. /// internal static string Renaissance_Fair_Name { get { return ResourceManager.GetString("Renaissance_Fair_Name", resourceCulture); } } /// /// Looks up a localized string similar to At the start of your turn, <b>+1<nbsp/>Buy</b>.. /// internal static string Renaissance_Fair_Text { get { return ResourceManager.GetString("Renaissance_Fair_Text", resourceCulture); } } /// /// Looks up a localized string similar to Flag. /// internal static string Renaissance_Flag_Name { get { return ResourceManager.GetString("Renaissance_Flag_Name", resourceCulture); } } /// /// Looks up a localized string similar to When drawing your hand, <b>+1<nbsp/>Card</b>.. /// internal static string Renaissance_Flag_Text { get { return ResourceManager.GetString("Renaissance_Flag_Text", resourceCulture); } } /// /// Looks up a localized string similar to Flag Bearer. /// internal static string Renaissance_FlagBearer_Name { get { return ResourceManager.GetString("Renaissance_FlagBearer_Name", resourceCulture); } } /// /// Looks up a localized string similar to <br/>When you gain or trash this, take the Flag.. /// internal static string Renaissance_FlagBearer_Text { get { return ResourceManager.GetString("Renaissance_FlagBearer_Text", resourceCulture); } } /// /// Looks up a localized string similar to Guild Hall. /// internal static string Renaissance_GuildHall_Name { get { return ResourceManager.GetString("Renaissance_GuildHall_Name", resourceCulture); } } /// /// Looks up a localized string similar to When you gain a Treasure, <b>+1<nbsp/>Coffers</b>.. /// internal static string Renaissance_GuildHall_Text { get { return ResourceManager.GetString("Renaissance_GuildHall_Text", resourceCulture); } } /// /// Looks up a localized string similar to Hideout. /// internal static string Renaissance_Hideout_Name { get { return ResourceManager.GetString("Renaissance_Hideout_Name", resourceCulture); } } /// /// Looks up a localized string similar to Trash a card from your hand. If it's a Victory card, gain a Curse.. /// internal static string Renaissance_Hideout_Text { get { return ResourceManager.GetString("Renaissance_Hideout_Text", resourceCulture); } } /// /// Looks up a localized string similar to Horn. /// internal static string Renaissance_Horn_Name { get { return ResourceManager.GetString("Renaissance_Horn_Name", resourceCulture); } } /// /// Looks up a localized string similar to Once per turn, when you discard a Border Guard<nl/>from play, you may put it onto your deck.. /// internal static string Renaissance_Horn_Text { get { return ResourceManager.GetString("Renaissance_Horn_Text", resourceCulture); } } /// /// Looks up a localized string similar to Improve. /// internal static string Renaissance_Improve_Name { get { return ResourceManager.GetString("Renaissance_Improve_Name", resourceCulture); } } /// /// Looks up a localized string similar to At the start of Clean-up, you may trash an Action card you would discard from play this turn, to gain a card costing exactly <coin>1</coin> more than it.. /// internal static string Renaissance_Improve_Text { get { return ResourceManager.GetString("Renaissance_Improve_Text", resourceCulture); } } /// /// Looks up a localized string similar to Innovation. /// internal static string Renaissance_Innovation_Name { get { return ResourceManager.GetString("Renaissance_Innovation_Name", resourceCulture); } } /// /// Looks up a localized string similar to The first time you gain an Action card in each of<nl/>your turns, you may set it aside.<nl/>If you do, play it.. /// internal static string Renaissance_Innovation_Text { get { return ResourceManager.GetString("Renaissance_Innovation_Text", resourceCulture); } } /// /// Looks up a localized string similar to Inventor. /// internal static string Renaissance_Inventor_Name { get { return ResourceManager.GetString("Renaissance_Inventor_Name", resourceCulture); } } /// /// Looks up a localized string similar to Gain a card costing up to <coin>4</coin>, then cards cost <coin>1</coin> less this turn (but not less than <coin>0</coin>).. /// internal static string Renaissance_Inventor_Text { get { return ResourceManager.GetString("Renaissance_Inventor_Text", resourceCulture); } } /// /// Looks up a localized string similar to Key. /// internal static string Renaissance_Key_Name { get { return ResourceManager.GetString("Renaissance_Key_Name", resourceCulture); } } /// /// Looks up a localized string similar to At the start of your turn, +<coin>1</coin>.. /// internal static string Renaissance_Key_Text { get { return ResourceManager.GetString("Renaissance_Key_Text", resourceCulture); } } /// /// Looks up a localized string similar to Lackeys. /// internal static string Renaissance_Lackeys_Name { get { return ResourceManager.GetString("Renaissance_Lackeys_Name", resourceCulture); } } /// /// Looks up a localized string similar to <br/>When you gain this, <b>+2<nbsp/>Villagers</b>.. /// internal static string Renaissance_Lackeys_Text { get { return ResourceManager.GetString("Renaissance_Lackeys_Text", resourceCulture); } } /// /// Looks up a localized string similar to Lantern. /// internal static string Renaissance_Lantern_Name { get { return ResourceManager.GetString("Renaissance_Lantern_Name", resourceCulture); } } /// /// Looks up a localized string similar to Your Border Guards reveal 3 cards and discard 2.<nl/>(It takes all 3 being Actions to take the Horn.). /// internal static string Renaissance_Lantern_Text { get { return ResourceManager.GetString("Renaissance_Lantern_Text", resourceCulture); } } /// /// Looks up a localized string similar to Mountain Village. /// internal static string Renaissance_MountainVillage_Name { get { return ResourceManager.GetString("Renaissance_MountainVillage_Name", resourceCulture); } } /// /// Looks up a localized string similar to Look through your discard pile and put a card from it into your hand; if you can't,<nl/><b>+1<nbsp/>Card</b>.. /// internal static string Renaissance_MountainVillage_Text { get { return ResourceManager.GetString("Renaissance_MountainVillage_Text", resourceCulture); } } /// /// Looks up a localized string similar to Old Witch. /// internal static string Renaissance_OldWitch_Name { get { return ResourceManager.GetString("Renaissance_OldWitch_Name", resourceCulture); } } /// /// Looks up a localized string similar to Each other player gains a Curse and may trash a Curse from their hand.. /// internal static string Renaissance_OldWitch_Text { get { return ResourceManager.GetString("Renaissance_OldWitch_Text", resourceCulture); } } /// /// Looks up a localized string similar to Pageant. /// internal static string Renaissance_Pageant_Name { get { return ResourceManager.GetString("Renaissance_Pageant_Name", resourceCulture); } } /// /// Looks up a localized string similar to At the end of your Buy phase,<nl/>you may pay <coin>1</coin> for <b>+1<nbsp/>Coffers</b>.. /// internal static string Renaissance_Pageant_Text { get { return ResourceManager.GetString("Renaissance_Pageant_Text", resourceCulture); } } /// /// Looks up a localized string similar to Patron. /// internal static string Renaissance_Patron_Name { get { return ResourceManager.GetString("Renaissance_Patron_Name", resourceCulture); } } /// /// Looks up a localized string similar to <br/>When something causes you to reveal this (using the word "reveal"), <b>+1<nbsp/>Coffers</b>.. /// internal static string Renaissance_Patron_Text { get { return ResourceManager.GetString("Renaissance_Patron_Text", resourceCulture); } } /// /// Looks up a localized string similar to Piazza. /// internal static string Renaissance_Piazza_Name { get { return ResourceManager.GetString("Renaissance_Piazza_Name", resourceCulture); } } /// /// Looks up a localized string similar to At the start of your turn, reveal the top<nl/>card of your deck. If it's an Action, play it.. /// internal static string Renaissance_Piazza_Text { get { return ResourceManager.GetString("Renaissance_Piazza_Text", resourceCulture); } } /// /// Looks up a localized string similar to Priest. /// internal static string Renaissance_Priest_Name { get { return ResourceManager.GetString("Renaissance_Priest_Name", resourceCulture); } } /// /// Looks up a localized string similar to Trash a card from your hand.<nl/>For the rest of this turn, when you trash a card, +<coin>2</coin>.. /// internal static string Renaissance_Priest_Text { get { return ResourceManager.GetString("Renaissance_Priest_Text", resourceCulture); } } /// /// Looks up a localized string similar to Recruiter. /// internal static string Renaissance_Recruiter_Name { get { return ResourceManager.GetString("Renaissance_Recruiter_Name", resourceCulture); } } /// /// Looks up a localized string similar to Trash a card from your hand,<nl/><b>+1<nbsp/>Villager</b> per <coin>1</coin> it costs.. /// internal static string Renaissance_Recruiter_Text { get { return ResourceManager.GetString("Renaissance_Recruiter_Text", resourceCulture); } } /// /// Looks up a localized string similar to Research. /// internal static string Renaissance_Research_Name { get { return ResourceManager.GetString("Renaissance_Research_Name", resourceCulture); } } /// /// Looks up a localized string similar to Trash a card from your hand.<nl/>Per <coin>1</coin> it costs, set aside a card from your deck face down (on this). At the start of your next turn, put those cards into your hand.. /// internal static string Renaissance_Research_Text { get { return ResourceManager.GetString("Renaissance_Research_Text", resourceCulture); } } /// /// Looks up a localized string similar to Road Network. /// internal static string Renaissance_RoadNetwork_Name { get { return ResourceManager.GetString("Renaissance_RoadNetwork_Name", resourceCulture); } } /// /// Looks up a localized string similar to When another player gains a Victory card, <b>+1<nbsp/>Card</b>.. /// internal static string Renaissance_RoadNetwork_Text { get { return ResourceManager.GetString("Renaissance_RoadNetwork_Text", resourceCulture); } } /// /// Looks up a localized string similar to Scepter. /// internal static string Renaissance_Scepter_Name { get { return ResourceManager.GetString("Renaissance_Scepter_Name", resourceCulture); } } /// /// Looks up a localized string similar to When you play this, choose<nl/>one: +<coin>2</coin>; or replay an Action card you played this turn that's still in play.. /// internal static string Renaissance_Scepter_Text { get { return ResourceManager.GetString("Renaissance_Scepter_Text", resourceCulture); } } /// /// Looks up a localized string similar to Scholar. /// internal static string Renaissance_Scholar_Name { get { return ResourceManager.GetString("Renaissance_Scholar_Name", resourceCulture); } } /// /// Looks up a localized string similar to Discard your hand.<nl/><benefit/>.. /// internal static string Renaissance_Scholar_Text { get { return ResourceManager.GetString("Renaissance_Scholar_Text", resourceCulture); } } /// /// Looks up a localized string similar to Sculptor. /// internal static string Renaissance_Sculptor_Name { get { return ResourceManager.GetString("Renaissance_Sculptor_Name", resourceCulture); } } /// /// Looks up a localized string similar to Gain a card to your hand costing up to <coin>4</coin>. If it's a Treasure, <b>+1<nbsp/>Villager</b>.. /// internal static string Renaissance_Sculptor_Text { get { return ResourceManager.GetString("Renaissance_Sculptor_Text", resourceCulture); } } /// /// Looks up a localized string similar to Seer. /// internal static string Renaissance_Seer_Name { get { return ResourceManager.GetString("Renaissance_Seer_Name", resourceCulture); } } /// /// Looks up a localized string similar to Reveal the top 3 cards of your deck. Put the ones costing from <coin>2</coin> to <coin>4</coin> into your hand. Put the rest back in any order.. /// internal static string Renaissance_Seer_Text { get { return ResourceManager.GetString("Renaissance_Seer_Text", resourceCulture); } } /// /// Looks up a localized string similar to Sewers. /// internal static string Renaissance_Sewers_Name { get { return ResourceManager.GetString("Renaissance_Sewers_Name", resourceCulture); } } /// /// Looks up a localized string similar to When you trash a card other than with this,<nl/>you may trash a card from your hand.. /// internal static string Renaissance_Sewers_Text { get { return ResourceManager.GetString("Renaissance_Sewers_Text", resourceCulture); } } /// /// Looks up a localized string similar to Silk Merchant. /// internal static string Renaissance_SilkMerchant_Name { get { return ResourceManager.GetString("Renaissance_SilkMerchant_Name", resourceCulture); } } /// /// Looks up a localized string similar to <br/>When you gain or trash this, <b>+1<nbsp/>Coffers</b> and <b>+1<nbsp/>Villager</b>.. /// internal static string Renaissance_SilkMerchant_Text { get { return ResourceManager.GetString("Renaissance_SilkMerchant_Text", resourceCulture); } } /// /// Looks up a localized string similar to Silos. /// internal static string Renaissance_Silos_Name { get { return ResourceManager.GetString("Renaissance_Silos_Name", resourceCulture); } } /// /// Looks up a localized string similar to At the start of your turn, discard any number of Coppers, revealed, and draw that many cards.. /// internal static string Renaissance_Silos_Text { get { return ResourceManager.GetString("Renaissance_Silos_Text", resourceCulture); } } /// /// Looks up a localized string similar to Sinister Plot. /// internal static string Renaissance_SinisterPlot_Name { get { return ResourceManager.GetString("Renaissance_SinisterPlot_Name", resourceCulture); } } /// /// Looks up a localized string similar to At the start of your turn, add a token here, or<nl/>remove your tokens here for <b>+1<nbsp/>Card</b> each.. /// internal static string Renaissance_SinisterPlot_Text { get { return ResourceManager.GetString("Renaissance_SinisterPlot_Text", resourceCulture); } } /// /// Looks up a localized string similar to Spices. /// internal static string Renaissance_Spices_Name { get { return ResourceManager.GetString("Renaissance_Spices_Name", resourceCulture); } } /// /// Looks up a localized string similar to <br/>When you gain this, <b>+2<nbsp/>Coffers</b>.. /// internal static string Renaissance_Spices_Text { get { return ResourceManager.GetString("Renaissance_Spices_Text", resourceCulture); } } /// /// Looks up a localized string similar to Star Chart. /// internal static string Renaissance_StarChart_Name { get { return ResourceManager.GetString("Renaissance_StarChart_Name", resourceCulture); } } /// /// Looks up a localized string similar to When you shuffle, you may pick<nl/>one of the cards to go on top.. /// internal static string Renaissance_StarChart_Text { get { return ResourceManager.GetString("Renaissance_StarChart_Text", resourceCulture); } } /// /// Looks up a localized string similar to Swashbuckler. /// internal static string Renaissance_Swashbuckler_Name { get { return ResourceManager.GetString("Renaissance_Swashbuckler_Name", resourceCulture); } } /// /// Looks up a localized string similar to If your discard pile has any cards in it:<nl/><b>+1<nbsp/>Coffers</b>, then if you have at least 4 Coffers tokens, take the Treasure Chest.. /// internal static string Renaissance_Swashbuckler_Text { get { return ResourceManager.GetString("Renaissance_Swashbuckler_Text", resourceCulture); } } /// /// Looks up a localized string similar to Treasure Chest. /// internal static string Renaissance_TreasureChest_Name { get { return ResourceManager.GetString("Renaissance_TreasureChest_Name", resourceCulture); } } /// /// Looks up a localized string similar to At the start of your Buy phase, gain a Gold.. /// internal static string Renaissance_TreasureChest_Text { get { return ResourceManager.GetString("Renaissance_TreasureChest_Text", resourceCulture); } } /// /// Looks up a localized string similar to Treasurer. /// internal static string Renaissance_Treasurer_Name { get { return ResourceManager.GetString("Renaissance_Treasurer_Name", resourceCulture); } } /// /// Looks up a localized string similar to Choose one: Trash a Treasure from your hand; or gain a Treasure from the trash to your hand; or take the Key.. /// internal static string Renaissance_Treasurer_Text { get { return ResourceManager.GetString("Renaissance_Treasurer_Text", resourceCulture); } } /// /// Looks up a localized string similar to Villain. /// internal static string Renaissance_Villain_Name { get { return ResourceManager.GetString("Renaissance_Villain_Name", resourceCulture); } } /// /// Looks up a localized string similar to Each other player with 5 or more cards in hand discards one costing <coin>2</coin> or more (or reveals they can't).. /// internal static string Renaissance_Villain_Text { get { return ResourceManager.GetString("Renaissance_Villain_Text", resourceCulture); } } /// /// Looks up a localized string similar to Replay an Action card you played this turn that's still in play. /// internal static string ReplayAnActionInPlay { get { return ResourceManager.GetString("ReplayAnActionInPlay", resourceCulture); } } /// /// Looks up a localized string similar to Resolve {card}. /// internal static string ResolveCard { get { return ResourceManager.GetString("ResolveCard", resourceCulture); } } /// /// Looks up a localized string similar to Resolve via {card}. /// internal static string ResolveViaCard { get { return ResourceManager.GetString("ResolveViaCard", resourceCulture); } } /// /// Looks up a localized string similar to Reveal {card}. /// internal static string RevealCard { get { return ResourceManager.GetString("RevealCard", resourceCulture); } } /// /// Looks up a localized string similar to Reveal a card from your hand.. /// internal static string RevealCardFromHand { get { return ResourceManager.GetString("RevealCardFromHand", resourceCulture); } } /// /// Looks up a localized string similar to Reveal a card from your hand.<nl/>Return up to 2 copies of it from your hand to the Supply. Then each other player gains a copy of it.. /// internal static string Seaside_Ambassador_First_Text { get { return ResourceManager.GetString("Seaside_Ambassador_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Ambassador. /// internal static string Seaside_Ambassador_Name { get { return ResourceManager.GetString("Seaside_Ambassador_Name", resourceCulture); } } /// /// Looks up a localized string similar to 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.. /// internal static string Seaside_Ambassador_Second_Text { get { return ResourceManager.GetString("Seaside_Ambassador_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Bazaar. /// internal static string Seaside_Bazaar_Name { get { return ResourceManager.GetString("Seaside_Bazaar_Name", resourceCulture); } } /// /// Looks up a localized string similar to Caravan. /// internal static string Seaside_Caravan_Name { get { return ResourceManager.GetString("Seaside_Caravan_Name", resourceCulture); } } /// /// Looks up a localized string similar to Each other player discards a Copper card (or reveals a hand with no Copper).. /// internal static string Seaside_Cutpurse_First_Text { get { return ResourceManager.GetString("Seaside_Cutpurse_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Cutpurse. /// internal static string Seaside_Cutpurse_Name { get { return ResourceManager.GetString("Seaside_Cutpurse_Name", resourceCulture); } } /// /// Looks up a localized string similar to Each other player discards a Copper (or reveals a hand with no Copper).. /// internal static string Seaside_Cutpurse_Second_Text { get { return ResourceManager.GetString("Seaside_Cutpurse_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Trash this. If you did, add an Embargo token to a Supply pile. (For the rest of the game, when a player buys a card from that pile, they gain a Curse.). /// internal static string Seaside_Embargo_Errata2019_Text { get { return ResourceManager.GetString("Seaside_Embargo_Errata2019_Text", resourceCulture); } } /// /// Looks up a localized string similar to Trash this card. Put an Embargo token on top of a Supply pile.<br/>When a player buys a card, he gains a Curse card per Embargo token on that pile.. /// internal static string Seaside_Embargo_First_Text { get { return ResourceManager.GetString("Seaside_Embargo_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Embargo. /// internal static string Seaside_Embargo_Name { get { return ResourceManager.GetString("Seaside_Embargo_Name", resourceCulture); } } /// /// Looks up a localized string similar to Trash this. Add an Embargo token on to a Supply pile. (For the rest of the game, when a player buys a card from that pile, they gain a Curse.). /// internal static string Seaside_Embargo_Second_Text { get { return ResourceManager.GetString("Seaside_Embargo_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to 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.. /// internal static string Seaside_Explorer_First_Text { get { return ResourceManager.GetString("Seaside_Explorer_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Explorer. /// internal static string Seaside_Explorer_Name { get { return ResourceManager.GetString("Seaside_Explorer_Name", resourceCulture); } } /// /// Looks up a localized string similar to You may reveal a Province from your hand. If you do, gain a Gold to your hand. If you don't, gain a Silver to your hand.. /// internal static string Seaside_Explorer_Second_Text { get { return ResourceManager.GetString("Seaside_Explorer_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Fishing Village. /// internal static string Seaside_FishingVillage_Name { get { return ResourceManager.GetString("Seaside_FishingVillage_Name", resourceCulture); } } /// /// Looks up a localized string similar to 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.. /// internal static string Seaside_GhostShip_First_Text { get { return ResourceManager.GetString("Seaside_GhostShip_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Ghost Ship. /// internal static string Seaside_GhostShip_Name { get { return ResourceManager.GetString("Seaside_GhostShip_Name", resourceCulture); } } /// /// Looks up a localized string similar to Each other player with 4 or more cards in hand puts cards from their hand onto their deck until they have 3 cards in hand.. /// internal static string Seaside_GhostShip_Second_Text { get { return ResourceManager.GetString("Seaside_GhostShip_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Set aside a card from your hand face down. At the start of your next turn, put it into your hand.. /// internal static string Seaside_Haven_First_Text { get { return ResourceManager.GetString("Seaside_Haven_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Haven. /// internal static string Seaside_Haven_Name { get { return ResourceManager.GetString("Seaside_Haven_Name", resourceCulture); } } /// /// Looks up a localized string similar to Set aside a card from your hand face down (under this). At the start of your next turn, put it into your hand.. /// internal static string Seaside_Haven_Second_Text { get { return ResourceManager.GetString("Seaside_Haven_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Set aside this and another card from your hand. Return them to your deck at the end of the game.. /// internal static string Seaside_Island_First_Text { get { return ResourceManager.GetString("Seaside_Island_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Island. /// internal static string Seaside_Island_Name { get { return ResourceManager.GetString("Seaside_Island_Name", resourceCulture); } } /// /// Looks up a localized string similar to Put this and a card from your hand onto your Island mat.. /// internal static string Seaside_Island_Second_Text { get { return ResourceManager.GetString("Seaside_Island_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to <br/>While this is in play, when another player plays an Attack card, it does not affect you.. /// internal static string Seaside_Lighthouse_First_Text { get { return ResourceManager.GetString("Seaside_Lighthouse_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Lighthouse. /// internal static string Seaside_Lighthouse_Name { get { return ResourceManager.GetString("Seaside_Lighthouse_Name", resourceCulture); } } /// /// Looks up a localized string similar to <br/>While this is in play, when another player plays an Attack card, it doesn't affect you.. /// internal static string Seaside_Lighthouse_Second_Text { get { return ResourceManager.GetString("Seaside_Lighthouse_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to 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.. /// internal static string Seaside_Lookout_First_Text { get { return ResourceManager.GetString("Seaside_Lookout_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Lookout. /// internal static string Seaside_Lookout_Name { get { return ResourceManager.GetString("Seaside_Lookout_Name", resourceCulture); } } /// /// Looks up a localized string similar to Look at the top 3 cards of your deck. Trash one of them. Discard one of them. Put the other one back on top of your deck.. /// internal static string Seaside_Lookout_Second_Text { get { return ResourceManager.GetString("Seaside_Lookout_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Merchant Ship. /// internal static string Seaside_MerchantShip_Name { get { return ResourceManager.GetString("Seaside_MerchantShip_Name", resourceCulture); } } /// /// Looks up a localized string similar to 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.<nl/><nl/>You may look at the cards on your mat at any time; return them to your deck at the end of the game.. /// internal static string Seaside_NativeVillage_First_Text { get { return ResourceManager.GetString("Seaside_NativeVillage_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Native Village. /// internal static string Seaside_NativeVillage_Name { get { return ResourceManager.GetString("Seaside_NativeVillage_Name", resourceCulture); } } /// /// Looks up a localized string similar to Choose one: Put the top card of your deck face down on your Native Village mat (you may look at those cards at any time); or put all the cards from your mat into your hand.. /// internal static string Seaside_NativeVillage_Second_Text { get { return ResourceManager.GetString("Seaside_NativeVillage_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to 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.. /// internal static string Seaside_Navigator_First_Text { get { return ResourceManager.GetString("Seaside_Navigator_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Navigator. /// internal static string Seaside_Navigator_Name { get { return ResourceManager.GetString("Seaside_Navigator_Name", resourceCulture); } } /// /// Looks up a localized string similar to Look at the top 5 cards of your deck. Either discard all of them, or put them back in any order.. /// internal static string Seaside_Navigator_Second_Text { get { return ResourceManager.GetString("Seaside_Navigator_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to You only draw 3 cards (instead of 5) in this turn's Clean-up phase.<nl/>Take an extra turn after this one.<nl/>This can't cause you to take more than two consecutive turns.. /// internal static string Seaside_Outpost_First_Text { get { return ResourceManager.GetString("Seaside_Outpost_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Outpost. /// internal static string Seaside_Outpost_Name { get { return ResourceManager.GetString("Seaside_Outpost_Name", resourceCulture); } } /// /// Looks up a localized string similar to If this is the first time you played an Output this turn, and the previous turn wasn't yours, then take an extra turn after this one, and you only draw 3 cards for your next hand.. /// internal static string Seaside_Outpost_Second_Text { get { return ResourceManager.GetString("Seaside_Outpost_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Pearl Diver. /// internal static string Seaside_PearlDiver_Name { get { return ResourceManager.GetString("Seaside_PearlDiver_Name", resourceCulture); } } /// /// Looks up a localized string similar to Look at the bottom card of your deck. You may put it on top.. /// internal static string Seaside_PearlDiver_Text { get { return ResourceManager.GetString("Seaside_PearlDiver_Text", resourceCulture); } } /// /// Looks up a localized string similar to Choose one: Each other player reveals the top 2 cards of his deck, trashes a revealed Treasure card that you choose, discards the rest, and if anyone trashed a Treasure you take a Coin token; or, +<coin>1</coin> per Coin token you've taken with Pirate Ships this game.. /// internal static string Seaside_PirateShip_First_Text { get { return ResourceManager.GetString("Seaside_PirateShip_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Pirate Ship. /// internal static string Seaside_PirateShip_Name { get { return ResourceManager.GetString("Seaside_PirateShip_Name", resourceCulture); } } /// /// Looks up a localized string similar to Choose one: +<coin>1</coin> per Coin token on your Pirate Ship mat; or each other player reveals the top 2 cards of their deck, trashes one of those Treasures that you choose, and discards the rest, and then if anyone trashed a Treasure you add a Coin token to your Pirate Ship mat.. /// internal static string Seaside_PirateShip_Second_Text { get { return ResourceManager.GetString("Seaside_PirateShip_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Trash a card from your hand.<nl/>+<coin/> equal to its cost.. /// internal static string Seaside_Salvager_First_Text { get { return ResourceManager.GetString("Seaside_Salvager_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Salvager. /// internal static string Seaside_Salvager_Name { get { return ResourceManager.GetString("Seaside_Salvager_Name", resourceCulture); } } /// /// Looks up a localized string similar to Trash a card from your hand.<nl/>+<coin>1</coin> per <coin>1</coin> it costs.. /// internal static string Seaside_Salvager_Second_Text { get { return ResourceManager.GetString("Seaside_Salvager_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Each other player discards the top card of his deck, then gains a Curse card, putting it on top of his deck.. /// internal static string Seaside_SeaHag_First_Text { get { return ResourceManager.GetString("Seaside_SeaHag_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Sea Hag. /// internal static string Seaside_SeaHag_Name { get { return ResourceManager.GetString("Seaside_SeaHag_Name", resourceCulture); } } /// /// Looks up a localized string similar to Each other player discards the top card of their deck, then gains a Curse onto their deck.. /// internal static string Seaside_SeaHag_Second_Text { get { return ResourceManager.GetString("Seaside_SeaHag_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Gain a copy of a card costing up to <coin>6</coin> that the player to your right gained on his last turn.. /// internal static string Seaside_Smugglers_First_Text { get { return ResourceManager.GetString("Seaside_Smugglers_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Smugglers. /// internal static string Seaside_Smugglers_Name { get { return ResourceManager.GetString("Seaside_Smugglers_Name", resourceCulture); } } /// /// Looks up a localized string similar to Gain a copy of a card costing up to <coin>6</coin> that the player to your right gained on their last turn.. /// internal static string Seaside_Smugglers_Second_Text { get { return ResourceManager.GetString("Seaside_Smugglers_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Discard your hand.<nl/>If you discarded any cards this way, then at the start of your next turn, +5<nbsp/>Cards, +1<nbsp/>Buy, and +1<nbsp/>Action.. /// internal static string Seaside_Tactician_First_Text { get { return ResourceManager.GetString("Seaside_Tactician_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Tactician. /// internal static string Seaside_Tactician_Name { get { return ResourceManager.GetString("Seaside_Tactician_Name", resourceCulture); } } /// /// Looks up a localized string similar to If you have at least one card in hand, discard your hand, and at the start of your next turn, <b>+5<nbsp/>Cards</b>, <b>+1<nbsp/>Action</b> and <b>+1<nbsp/>Buy</b>.. /// internal static string Seaside_Tactician_Second_Text { get { return ResourceManager.GetString("Seaside_Tactician_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Trash this and another copy of Treasure Map from your hand.<nl/>If you do trash two Treasure Maps, gain 4 Gold cards, putting them on top of your deck.. /// internal static string Seaside_TreasureMap_First_Text { get { return ResourceManager.GetString("Seaside_TreasureMap_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Treasure Map. /// internal static string Seaside_TreasureMap_Name { get { return ResourceManager.GetString("Seaside_TreasureMap_Name", resourceCulture); } } /// /// Looks up a localized string similar to Trash this and a Treasure Map from your hand. If you trashed two Treasure Maps, gain 4 Golds onto your deck.. /// internal static string Seaside_TreasureMap_Second_Text { get { return ResourceManager.GetString("Seaside_TreasureMap_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to <br/>When you discard this from play, if you didn't buy a Victory card this turn, you may put it on top of your deck.. /// internal static string Seaside_Treasury_First_Text { get { return ResourceManager.GetString("Seaside_Treasury_First_Text", resourceCulture); } } /// /// Looks up a localized string similar to Treasury. /// internal static string Seaside_Treasury_Name { get { return ResourceManager.GetString("Seaside_Treasury_Name", resourceCulture); } } /// /// Looks up a localized string similar to <br/>When you discard this from play, if you didn't buy a Victory card this turn, you may put this onto your deck.. /// internal static string Seaside_Treasury_Second_Text { get { return ResourceManager.GetString("Seaside_Treasury_Second_Text", resourceCulture); } } /// /// Looks up a localized string similar to Warehouse. /// internal static string Seaside_Warehouse_Name { get { return ResourceManager.GetString("Seaside_Warehouse_Name", resourceCulture); } } /// /// Looks up a localized string similar to Discard 3 cards.. /// internal static string Seaside_Warehouse_Text { get { return ResourceManager.GetString("Seaside_Warehouse_Text", resourceCulture); } } /// /// Looks up a localized string similar to Wharf. /// internal static string Seaside_Wharf_Name { get { return ResourceManager.GetString("Seaside_Wharf_Name", resourceCulture); } } /// /// Looks up a localized string similar to Set aside. /// internal static string SetAside { get { return ResourceManager.GetString("SetAside", resourceCulture); } } /// /// Looks up a localized string similar to Select up to 2 cards to set aside. /// internal static string SetAside2Cards { get { return ResourceManager.GetString("SetAside2Cards", resourceCulture); } } /// /// Looks up a localized string similar to Set aside {card}. /// internal static string SetAsideCard { get { return ResourceManager.GetString("SetAsideCard", resourceCulture); } } /// /// Looks up a localized string similar to Set aside for {card}. /// internal static string SetAsideFor { get { return ResourceManager.GetString("SetAsideFor", resourceCulture); } } /// /// Looks up a localized string similar to Set aside any number of Treasures. /// internal static string SetAsideTreasures { get { return ResourceManager.GetString("SetAsideTreasures", resourceCulture); } } /// /// Looks up a localized string similar to Gain a Curse?. /// internal static string ShouldGainCurse { get { return ResourceManager.GetString("ShouldGainCurse", resourceCulture); } } /// /// Looks up a localized string similar to Gain a Silver?. /// internal static string ShouldGainSilver { get { return ResourceManager.GetString("ShouldGainSilver", resourceCulture); } } /// /// Looks up a localized string similar to +3 Cards & +1 Buy now or next turn?. /// internal static string ShouldPlus3CardsPlus1BuyNowOrNext { get { return ResourceManager.GetString("ShouldPlus3CardsPlus1BuyNowOrNext", resourceCulture); } } /// /// Looks up a localized string similar to Reveal a card?. /// internal static string ShouldReveal { get { return ResourceManager.GetString("ShouldReveal", resourceCulture); } } /// /// Looks up a localized string similar to Do you want to reveal a Settlers and put it into your hand?. /// internal static string ShouldRevealSettlers { get { return ResourceManager.GetString("ShouldRevealSettlers", resourceCulture); } } /// /// Looks up a localized string similar to Would you like to set aside {card}?. /// internal static string ShouldSetAsideCard { get { return ResourceManager.GetString("ShouldSetAsideCard", resourceCulture); } } /// /// Looks up a localized string similar to You are shuffling. /// internal static string Shuffling { get { return ResourceManager.GetString("Shuffling", resourceCulture); } } /// /// Looks up a localized string similar to Take a Boon. /// internal static string TakeBoon { get { return ResourceManager.GetString("TakeBoon", resourceCulture); } } /// /// Looks up a localized string similar to Take the Horn (Top Deck Border Guard). /// internal static string TakeHorn { get { return ResourceManager.GetString("TakeHorn", resourceCulture); } } /// /// Looks up a localized string similar to Take the Lantern (+1 Reveal). /// internal static string TakeLantern { get { return ResourceManager.GetString("TakeLantern", resourceCulture); } } /// /// Looks up a localized string similar to Choose a card to put back on your deck. /// internal static string TopdeckCard { get { return ResourceManager.GetString("TopdeckCard", resourceCulture); } } /// /// Looks up a localized string similar to Put Action card from Exile onto your deck. /// internal static string TopdeckExiledAction { get { return ResourceManager.GetString("TopdeckExiledAction", resourceCulture); } } /// /// Looks up a localized string similar to Put your hand onto your deck. /// internal static string TopdeckHand { get { return ResourceManager.GetString("TopdeckHand", resourceCulture); } } /// /// Looks up a localized string similar to Trash. /// internal static string Trash { get { return ResourceManager.GetString("Trash", resourceCulture); } } /// /// Looks up a localized string similar to Choose up to 2 cards to trash. /// internal static string Trash2 { get { return ResourceManager.GetString("Trash2", resourceCulture); } } /// /// Looks up a localized string similar to Choose up to 4 cards to trash. /// internal static string Trash4 { get { return ResourceManager.GetString("Trash4", resourceCulture); } } /// /// Looks up a localized string similar to Trash a card. /// internal static string TrashACard { get { return ResourceManager.GetString("TrashACard", resourceCulture); } } /// /// Looks up a localized string similar to Trash a card from your hand. /// internal static string TrashACardFromYourHand { get { return ResourceManager.GetString("TrashACardFromYourHand", resourceCulture); } } /// /// Looks up a localized string similar to Trash an Action card from your hand. /// internal static string TrashActionFromHand { get { return ResourceManager.GetString("TrashActionFromHand", resourceCulture); } } /// /// Looks up a localized string similar to Trash an Action card from the Supply. /// internal static string TrashActionFromSupply { get { return ResourceManager.GetString("TrashActionFromSupply", resourceCulture); } } /// /// Looks up a localized string similar to Trash {card}. /// internal static string TrashCard { get { return ResourceManager.GetString("TrashCard", resourceCulture); } } /// /// Looks up a localized string similar to Trash cards. /// internal static string TrashCards { get { return ResourceManager.GetString("TrashCards", resourceCulture); } } /// /// Looks up a localized string similar to You are trashing 10 cards. /// internal static string Trashing10Cards { get { return ResourceManager.GetString("Trashing10Cards", resourceCulture); } } /// /// Looks up a localized string similar to You are trashing 11 cards. /// internal static string Trashing11Cards { get { return ResourceManager.GetString("Trashing11Cards", resourceCulture); } } /// /// Looks up a localized string similar to You are trashing 12 cards. /// internal static string Trashing12Cards { get { return ResourceManager.GetString("Trashing12Cards", resourceCulture); } } /// /// Looks up a localized string similar to You are trashing 13 cards. /// internal static string Trashing13Cards { get { return ResourceManager.GetString("Trashing13Cards", resourceCulture); } } /// /// Looks up a localized string similar to You are trashing 14 cards. /// internal static string Trashing14Cards { get { return ResourceManager.GetString("Trashing14Cards", resourceCulture); } } /// /// Looks up a localized string similar to You are trashing 15 cards. /// internal static string Trashing15Cards { get { return ResourceManager.GetString("Trashing15Cards", resourceCulture); } } /// /// Looks up a localized string similar to You are trashing 16 cards. /// internal static string Trashing16Cards { get { return ResourceManager.GetString("Trashing16Cards", resourceCulture); } } /// /// Looks up a localized string similar to You are trashing 17 cards. /// internal static string Trashing17Cards { get { return ResourceManager.GetString("Trashing17Cards", resourceCulture); } } /// /// Looks up a localized string similar to You are trashing 18 cards. /// internal static string Trashing18Cards { get { return ResourceManager.GetString("Trashing18Cards", resourceCulture); } } /// /// Looks up a localized string similar to You are trashing 19 cards. /// internal static string Trashing19Cards { get { return ResourceManager.GetString("Trashing19Cards", resourceCulture); } } /// /// Looks up a localized string similar to You are trashing 1 card. /// internal static string Trashing1Cards { get { return ResourceManager.GetString("Trashing1Cards", resourceCulture); } } /// /// Looks up a localized string similar to You are trashing 2 cards. /// internal static string Trashing2Cards { get { return ResourceManager.GetString("Trashing2Cards", resourceCulture); } } /// /// Looks up a localized string similar to You are trashing 3 cards. /// internal static string Trashing3Cards { get { return ResourceManager.GetString("Trashing3Cards", resourceCulture); } } /// /// Looks up a localized string similar to You are trashing 4 cards. /// internal static string Trashing4Cards { get { return ResourceManager.GetString("Trashing4Cards", resourceCulture); } } /// /// Looks up a localized string similar to You are trashing 5 cards. /// internal static string Trashing5Cards { get { return ResourceManager.GetString("Trashing5Cards", resourceCulture); } } /// /// Looks up a localized string similar to You are trashing 6 cards. /// internal static string Trashing6Cards { get { return ResourceManager.GetString("Trashing6Cards", resourceCulture); } } /// /// Looks up a localized string similar to You are trashing 7 cards. /// internal static string Trashing7Cards { get { return ResourceManager.GetString("Trashing7Cards", resourceCulture); } } /// /// Looks up a localized string similar to You are trashing 8 cards. /// internal static string Trashing8Cards { get { return ResourceManager.GetString("Trashing8Cards", resourceCulture); } } /// /// Looks up a localized string similar to You are trashing 9 cards. /// internal static string Trashing9Cards { get { return ResourceManager.GetString("Trashing9Cards", resourceCulture); } } /// /// Looks up a localized string similar to You are trashing {count} cards. /// internal static string TrashingNCards { get { return ResourceManager.GetString("TrashingNCards", resourceCulture); } } /// /// Looks up a localized string similar to Choose a non-Copper Treasure card to trash. /// internal static string TrashNonCopper { get { return ResourceManager.GetString("TrashNonCopper", resourceCulture); } } /// /// Looks up a localized string similar to Trash {card} or put it on top of your deck?. /// internal static string TrashOrTopDeck { get { return ResourceManager.GetString("TrashOrTopDeck", resourceCulture); } } /// /// Looks up a localized string similar to Yes. /// internal static string Yes { get { return ResourceManager.GetString("Yes", resourceCulture); } } /// /// Looks up a localized string similar to You. /// internal static string You { get { return ResourceManager.GetString("You", resourceCulture); } } } }