text/microsoft-resx
2.0
System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089
System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089
Action
Actions
Alms
Once per turn: If you have no Treasures in play, gain a card costing up to <coin>4</coin>.
Amulet
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.
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.
Artificer
Discard any number of cards.<nl/>You may gain a card onto your deck costing exactly <coin>1</coin> per card discarded.
Ball
Take your -<coin>1</coin> token. Gain 2 cards each costing up to <coin>4</coin>.
Bonfire
Trash up to 2 cards you have in play.
Once per turn: If your -1 Card token isn't on your deck, put it there and +<coin>1</coin>.
Borrow
Once per turn: <benefit/>. If your -1 Card token isn't on your deck, put it there and +<coin>1</coin>.
"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>."
Bridge Troll
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>.
<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>
Caravan Guard
<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>
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>
Champion
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>
When you play this, put it on your Tavern mat.<br/>Directly after resolving an Action, you may call this, for +2 Actions.
Coin of the Realm
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>.
Disciple
Distant Lands
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/>).
Now and at the start of your next turn: +2 Cards, then discard 2 cards.
Dungeon
Now and at the start of your next turn: <b>+2<nbsp/>Cards</b>, then discard 2 cards.
Duplicate
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.
Expedition
Draw 2 extra cards for your next hand.
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>).
Ferry
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>.)
Fugitive
Set aside up to 2 cards from your hand face down. At the start of your next turn, put them into your hand.
Gear
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.
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.
Giant
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.
Guide
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.
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/>
Haunted Woods
Until your next turn, when any other player buys a card, they put their hand onto their deck in any order.<nl/><benefit/>
Hero
Hireling
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>
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).
Inheritance
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.)
Move your +1 Action token to an Action Supply pile (when you play a card from that pile, you first get +1 Action).
Lost Arts
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>.)
Lost City
<br/>When you gain this, each other player draws a card.
Magpie
Reveal the top card of your deck. If it's a Treasure, put it into your hand. If it's an Action or Victory card, gain a Magpie.
Messenger
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.
Miser
Choose one: Put a Copper from your hand onto your Tavern mat; or +<coin>1</coin> per Copper on your Tavern mat.
Once per turn: If the previous turn wasn't yours, take another turn after this one, in which you can't buy cards.
Mission
Once per turn: If the previous turn wasn't yours, take another turn after this one, during which you can't buy cards.
Page
Move your +1 Card token to an Action Supply pile (when you play a card from that pile, you first get +1 Card).
Pathfinding
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>.)
Peasant
Pilgrimage
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.
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).
Plan
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.)
<br/>When you buy this, gain another Port
Port
<br/>When you buy this, gain another Port.
Quest
You may discard an Attack, two Curses, or six cards. If you do, gain a Gold.
Gain a Silver per Silver you have in play. Each other player puts his -1 Card token on his deck.
Raid
Gain a Silver per Silver you have in play. Each other player puts their -1 Card token on their deck.
`
Turn your Journey token over (it starts face up). If it's face up, +5 Cards.
Ranger
<nl/>Turn your Journey token over (it starts face up). Then if it's face up, <b>+5<nbsp/>Cards</b>.
Ratcatcher
Put this on your Tavern mat.<br/>At the start of your turn, you may call this, to trash a card from your hand.
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.
Raze
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.
When you play this, each other player puts his -1 Card token on his deck.
Relic
When you play this, each other player puts their -1 Card token on their deck.
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.
Royal Carriage
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.
Once per turn: Set aside a card from your hand, and put it into your hand at end of turn (after drawing).
Save
Once per turn: <benefit/>. Set aside a card from your hand, and put it into your hand at end of turn (after drawing).
Look at the top 5 cards of your deck. Discard 3 of them and put the rest back in any order.
Scouting Party
Look at the top 5 cards of your deck. Discard 3 and put the rest back in any order.
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).
Seaway
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>.)
Soldier
Play up to 3 Treasures from your hand. Pay all of your <coin/>, +1 Card per <coin/> paid.
Storyteller
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.
Until your next turn, when any other player buys a card, he gains a Curse.<nl/><benefit/>
Swamp Hag
Until your next turn, when any other player buys a card, they gain a Curse.<nl/><benefit/>
Teacher
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>
Trade
Trash up to 2 cards from your hand.<nl/>Gain a Silver per card you trashed.
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>).
Training
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>.)
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.
Transmogrify
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.
When you gain a card this turn, you may put it on top of your deck.
Travelling Fair
When you gain a card this turn, you may put it onto your deck.
Treasure Hunter
Treasure Trove
When you play this, gain a Gold and a Copper.
Warrior
Wine Merchant
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.
<br/>When you discard this from play, you may put this on top of your deck if you have a Potion in play.
Alchemist
<br/>When you discard this from play, if you have a Potion in play, you may put this onto your deck.
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.
Apothecary
Reveal the top 4 cards of your deck. Put the Coppers and Potions into your hand. Put the rest back in any order.
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.
Apprentice
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.
Familiar
Each other player gains a Curse.
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.
Golem
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.
When you discard this from play, you may put one of your Treasures from play on top of your deck.
Herbalist
When you discard this from play, you may put one of your Treasures from play onto your deck.
When you play this, count your deck and discard pile.<nl/>Worth <coin>1</coin> per 5 cards total between them (rounded down).
Philosopher's Stone
When you play this, count your deck and discard pile.<nl/>Worth <coin>1</coin> per 5 cards total between them (round down).
Potion
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.
Scrying Pool
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.
Transmute
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
University
You may gain an Action card costing up to <coin>5</coin>.
Worth <vp>1</vp> for every 3 Action cards in your deck (rounded down).
Vineyard
Worth <vp>1</vp> per 3 Action cards in your deck (round down).
At the start of your next turn:
Adventurer
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.
Artisan
Gain a card to your hand costing up to <coin>5</coin>.<nl/><nl/>Put a card from your hand onto your deck.
Bandit
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.
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).
Bureaucrat
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).
Discard any number of cards.<nl/>+1<nbsp/>Card per card discarded.
Cellar
Discard any number of cards, then draw that many.
Chancellor
You may immediately put your deck into your discard pile.
Chapel
Trash up to 4 cards from your hand.
Council Room
Each other player draws a card.
Feast
Trash this card.<nl/>Gain a card costing up to <coin>5</coin>.
Festival
Worth <vp>1</vp><nl/>for every 10 cards<nl/>in your deck (rounded down).
Gardens
Worth <vp>1</vp><nl/>per 10 cards you<nl/>have (rounded down).
Harbinger
Look through your discard pile. You may put a card from it onto your deck.
Laboratory
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.
Library
Draw until you have 7 cards in hand, skipping any Action cards you choose to; set those aside, discarding afterwards.
Market
Merchant
The first time you play a Silver this turn, +<coin>1</coin>.
Each other player discards down to 3 cards in his hand.
Militia
Each other player discards down to 3 cards in hand.
Trash a Treasure card from your hand.<nl/>Gain a Treasure card costing up to <coin>3</coin> more; put it into your hand.
Mine
You may trash a Treasure from your hand. Gain a Treasure to your hand costing up to <coin>3</coin> more than it.
<br/>When another player plays an Attack card, you may reveal this from your hand. If you do, you are unaffected by that Attack.
Moat
<br/>When another player plays an Attack card, you may first reveal this from your hand, to be unaffected by it.
Trash a Copper card from your hand.<nl/>If you do, +<coin>3</coin>.
Moneylender
You may trash a Copper from your hand for +<coin>3</coin>.
Poacher
Discard a card per empty Supply pile.
Trash a card from your hand.<nl/>Gain a card costing up to <coin>2</coin> more than the trashed card.
Remodel
Trash a card from your hand.<nl/>Gain a card costing up to <coin>2</coin> more than it.
Sentry
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.
Smithy
Spy
Each player (including you) reveals the top card of his deck and either discards it or puts it back, your choice.
Thief
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.
Choose an Action card in your hand.<nl/>Play it twice
Throne Room
You may play an Action card from your hand twice.
Vassal
Discard the top card of your deck. If it's an Action card, you may play it.
Village
Each other player gains a Curse card.
Witch
Each other player gains a Curse.
Woodcutter
Workshop
Gain a card costing up to <coin>4</coin>.
Buy
Buys
Cannot play cards right now!
Cannot play this card right now!
Cannot satisfy specified constraints! Please double-check and make sure it's possible to construct a Kingdom card setup with the constraints specified.
Cannot undo this card!
Card
Cards
Action
Artifact
Attack
Boon
Castle
Curse
Doom
Duration
Event
Fate
Gathering
Heirloom
Hex
Knight
Landmark
Looter
Night
Prize
Project
Reaction
Reserve
Ruins
Shelter
Spirit
State
Traveller
Treasure
Victory
Zombie
Choose a card to trash
Choose one:
Specified ConstraintType not allowed for this constructor!
Gain a Gold, putting it on top of your deck.<nl/><nl/><i>(This is not in the Supply.)</i>
Bag of Gold
Gain a Gold onto your deck.<nl/><nl/><i>(This is not in the Supply.)</i>
Diadem
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>
Worth <vp>2</vp> for every 5 differently named cards in your deck (rounded down).
Fairgrounds
Worth <vp>2</vp> per 5 differently named cards you have (round down).
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.
Farming Village
Reveal cards from your deck until you reveal a Treasure or Action card. Put that card into your hand and discard the rest.
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>
Followers
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>
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.
Fortune Teller
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.
You may discard a card; if you do, +1 Action.<nl/><nl/>You may discard a card; if you do, +1 Buy.
Hamlet
You may discard a card for <b>+1<nbsp/>Action</b>.<nl/>You may discard a card for <b>+1<nbsp/>Buy</b>.
Harvest
Reveal the top 4 cards of your deck, then discard them. +<coin>1</coin> per differently named card revealed.
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.
Horn of Plenty
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.
<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.
Horse Traders
<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.
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.
Hunting Party
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.
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.
Jester
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.
Reveal your hand.<nl/>If there are no duplicate cards in it, +3 Cards.<nl/>Otherwise, +1 Card
Menagerie
Reveal your hand.<nl/>If the revealed cards all have different names, <b>+3 Cards</b>.<nl/>Otherwise, <b>+1 Card</b>.
Princess
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>
Prize Supply
Do this twice. Trash a card from your hand, then gain a card costing exactly <coin>1</coin> more than the trashed card.
Remake
Do this twice: Trash a card from your hand, then gain a card costing exactly <coin>1</coin> more than it.
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>.
Tournament
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>.
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>
Trusty Steed
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>
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.
Young Witch
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.
Abandoned Mine
Altar
Trash a card from your hand.<nl/>Gain a card costing up to <coin>5</coin>.
Gain a card costing up to <coin>4</coin>, putting it on top of your deck.
Armory
Gain a card onto your deck costing up to <coin>4</coin>.
Bandit Camp
<nl/>Gain a Spoils from the Spoils pile.
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.
Band of Misfits
Play this as if it were a cheaper Action card in the Supply. This is that card until it leaves play.
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.
Beggar
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.
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.
Catacombs
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.
Counterfeit
When you play this, you may play a Treasure from your hand twice. If you do, trash that Treasure.
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.
Count
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.
Each other player gains a Ruins. You may play a Cultist from your hand.<br/>When you trash this, +3 Cards.
Cultist
Each other player gains a Ruins. You may play a Cultist from your hand.<br/>When you trash this, <b>+3<nbsp/>Cards</b>.
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.
Dame Anna
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.
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.
Dame Josephine
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.
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.
Dame Molly
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.
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.
Dame Natalie
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.
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.
Dame Sylvia
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.
Death Cart
You may trash an Action card from your hand. If you don't, trash this.<br/>When you gain this, gain 2 Ruins.
Worth <vp>1</vp> for every 3 Silvers in your deck (rounded down).<br/>When you trash this, gain 3 Silvers.
Feodum
Worth <vp>1</vp> per 3 Silvers you have (round down).<br/>When you trash this, gain 3 Silvers.
<nl/>Trash a card from your hand.<nl/>+<coin>1</coin> per differently named Treasure in the trash.
Forager
<nl/>Trash a card from your hand, then <nl/>+<coin>1</coin> per differently named Treasure in the trash.
Fortress
<br/>When you trash this, put it into your hand.
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.
Graverobber
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.
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.
Hermit
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.
Hovel
When you buy a Victory card, you may trash this from your hand.
Hunting Grounds
<br/>When you trash this, gain a Duchy or 3 Estates.
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
Ironmonger
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>
Junk Dealer
<nl/>Trash a card from your hand.
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.
Knights
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.
<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>
Madman
<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>
Marauder
Gain a Spoils from the Spoils pile.<nl/>Each other player gains a Ruins.
<br/>When one of your cards is trashed, you may discard this from your hand. If you do, gain a Gold.
Market Square
<br/>When one of your cards is trashed, you may discard this from your hand to gain a Gold.
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>
Mercenary
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>
<nl/>Name a card.<nl/>Reveal the top card of your deck.<nl/>If it's the named card, put it into your hand.
Mystic
Name a card, then reveal the top card of your deck. If you named it, put it into your hand.
Necropolis
<br/>When you trash this, +1 Card
Overgrown Estate
<br/>When you trash this, <b>+1<nbsp/>Card</b>.
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.
Pillage
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.
<nl/>Reveal your hand. -<coin>1</coin> per Treasure card in your hand, to a minimum of <coin>0</coin>.
Poor House
<nl/>Reveal your hand. <b>-</b><coin>1</coin> per Treasure card in your hand.<nl/>(You can't go below <coin>0</coin>.)
Procession
You may play an Action card from your hand twice. Trash it. Gain an Action card costing exactly <coin>1</coin> more than it.
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.
Rats
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>.
<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.
Rebuild
<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.
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.
Rogue
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.
Ruined Library
Ruined Market
Ruined Village
Ruins
Sage
<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.
<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.
Scavenger
<nl/>You may put your deck into your discard pile. Look through your discard pile and put one card from it onto your deck.
Shelters
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.
Sir Bailey
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.
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.
Sir Destry
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.
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.
Sir Martin
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.
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.
Sir Michael
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.
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.
Sir Vander
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.
Spoils
<nl/>When you play this, return it to the Spoils pile.<nl/><i>(This is not in the Supply.)</i>
Choose one: +2<nbsp/>Actions; or +2<nbsp/>Buys; or gain a Silver.<br/>When you trash this,<nl/>gain an Attack card.
Squire
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.
<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.
Storeroom
<nl/>Discard any number of cards, then draw that many.<nl/>Then discard any number of cards for +<coin>1</coin> each.
Survivors
Look at the top 2 cards of your deck. Discard them or put them back in any order.
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.
Urchin
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.
Vagrant
<nl/>Reveal the top card of your deck. If it's a Curse, Ruins, Shelter, or Victory card, put it into your hand.
<nl/>Reveal the top 3 cards of your deck. Put the Actions back on top in any order and discard the rest.
Wandering Minstrel
<nl/>Reveal the top 3 cards of your deck. Put the Action cards back in any order and discard the rest.
Discard any number of cards.
Advance
You may trash an Action card from your hand. If you do, gain an Action card costing up to <coin>6</coin>.
Annex
Look through your discard pile. Shuffle all but up to 5 cards from it into your deck. Gain a Duchy.
Aqueduct
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.
Archive
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.
Arena
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.
Bandit Fort
When scoring, -<vp>2</vp> for each Silver and each<nl/>Gold you have.
Banquet
Gain 2 Coppers and a non-Victory card costing up to <coin>5</coin>.
Basilica
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.
Baths
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.
Battlefield
When you gain a Victory card, take <vp>2</vp> from here.<br/>Setup: Put <vp>6</vp> here per player.
Bustling Village
Look through your discard pile. You may reveal a Settlers from it and put it into your hand.
Capital
<br/>When you discard this from play, take <debt>6</debt>, and then you may pay off <debt/>.
Castles
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.
Catapult/Rocks
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.
Catapult
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.
Chariot Race
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>.
Charm
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.
City Quarter
<nl/>Reveal your hand. <b>+1<nbsp/>Card</b> per Action card revealed.
Colonnade
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.
Conquest
Gain 2 Silvers.<nl/>+<vp>1</vp> per Silver you've gained this turn.
Crown
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.
Crumbling Castle
<br/>When you gain or trash this, +<vp>1</vp> and gain a Silver.
Defiled Shrine
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.
Delve
Gain a Silver.
Dominate
Gain a Province. If you do, +<vp>9</vp>.
Donate
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.
Emporium
<br/>When you gain this, if you have at least 5 Action cards in play, +<vp>2</vp>.
Encampment/Plunder
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.
Encampment
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.
Enchantress
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/>
Engineer
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>.
Farmers' Market
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.
Fortune
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.
Forum
Discard 2 cards.<br/>When you buy this, <b>+1<nbsp/>Buy</b>.
Fountain
When scoring, <vp>15</vp> if you have at least 10 Coppers.
Gladiator/Fortune
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.
Gladiator
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.
Grand Castle
<br/>When you gain this, reveal your hand. +<vp>1</vp> per Victory card in your hand and/or in play.
Groundskeeper
<br/>While this is in play, when you gain a Victory card, +<vp>1</vp>.
Haunted Castle
<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.
Humble Castle
<br/>Worth <vp>1</vp> per Castle you have.
Keep
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.
King's Castle
<br/>Worth <vp>2</vp> per Castle you have.
Labyrinth
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.
Legionary
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.
Mountain Pass
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.
Museum
When scoring, <vp>2</vp> per differently named card<nl/>you have.
Obelisk
When scoring, <vp>2</vp> per card you have from<nl/>the chosen pile.<br/>Setup: Choose a random Action Supply pile.
Opulent Castle
Discard any number of Victory cards. +<coin>2</coin> per card discarded.
Orchard
When scoring, <vp>4</vp> per differently named Action card<nl/>you have 3 or more copies of.
Overlord
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.
Palace
When scoring, <vp>3</vp> per set you have<nl/>of Copper - Silver - Gold.
Patrician/Emporium
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.
Patrician
Reveal the top card of your deck. If it costs <coin>5</coin> or more, put it into your hand.
Plunder
Ritual
Gain a Curse. If you do, trash a card from your hand.<nl/>+<vp>1</vp> per <coin>1</coin> it cost.
Rocks
<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.
Royal Blacksmith
<nl/>Reveal your hand; discard the Coppers.
Sacrifice
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>
Salt the Earth
+<vp>1</vp>.<nl/>Trash a Victory card from the Supply.
Settlers/Bustling Village
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.
Settlers
Look through your discard pile. You may reveal a Copper from it and put it into your hand.
Small Castle
Trash this or a Castle from your hand.<nl/>If you do, gain a Castle.
Sprawling Castle
<br/>When you gain this, gain a Duchy or 3 Estates.
Tax
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.
Temple
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.
Tomb
When you trash a card, +<vp>1</vp>.
Tower
When scoring, <vp>1</vp> per non-Victory card you<nl/>have from an empty Supply pile.
Triumphal Arch
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).
Triumph
Gain an Estate.<nl/>If you did, +<vp>1</vp> per card you've gained this turn.
Villa
<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.
Wall
When scoring, <vp>-1</vp> per card you have<nl/>after the first 15.
Wedding
+<vp>1</vp><nl/>Gain a Gold.
Wild Hunt
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.
Windfall
If your deck and discard pile are empty, gain 3 Golds.
Wolf Den
When scoring, <vp>-3</vp> per card you have exactly<nl/>one copy of.
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.
Advisor
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.
Take a Coin token.<br/>Setup: Each player takes a Coin token.
Baker
<br/>Setup: Each player gets <b>+1<nbsp/>Coffers</b>.
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.
Butcher
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.
Take a Coin Token.
Candlestick Maker
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.
Doctor
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.
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.
Herald
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.
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.
Journeyman
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.
<br/>When you buy this, you may overpay for it. If you do, gain a Silver per <coin>1</coin> you overpaid.
Masterpiece
<br/>When you buy this, you may overpay for it. For each <coin>1</coin> you overpaid, gain a Silver.
<br/>While this is in play, when you buy a card, take a Coin token.
Merchant Guild
<br/>While this is in play, when you buy a card, <b>+1<nbsp/>Coffers</b>.
You may discard a Treasure card.<nl/>If you do, take a Coin token.
Plaza
<nl/>You may discard a Treasure for <b>+1<nbsp/>Coffers</b>.
Gain a Gold. Each other player gains a Curse. Each player who did draws a card.
Soothsayer
Gain a Gold. Each other player gains a Curse, and if they did, draws a card.
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.
Stonemason
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.
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.
Taxman
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.
<br/>When you gain this, gain a card costing less than this.
Border Village
<br/>When you gain this, gain a cheaper card.
<br/>When you gain this, gain two Coppers.
Cache
<br/>When you gain this, gain 2 Coppers.
Look at the top 4 cards of your deck. Discard any number of them. Put the rest back on top in any order.
Cartographer
Look at the top 4 cards of your deck. Discard any number of them, then put the rest back in any order.
Reveal your hand. +1 Card per Victory card revealed. If this is the first time you played a Crossroads this turn, +3 Actions.
Crossroads
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>.
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.
Develop
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.
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.
Duchess
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.
Embassy
Discard 3 cards.<br/>When you gain this, each other player gains a Silver.
<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.
Farmland
<br/>When you buy this, trash a card from your hand and gain a card costing exactly <coin>2</coin> more than it.
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.
Fool's Gold
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.
<br/>While this is in play, when you buy a card, gain a card costing less than it that is not a Victory card.
Haggler
<br/>While this is in play, when you buy a card, gain a cheaper non-Victory card.
Highway
<br/>While this is in play, cards cost <coin>1</coin> less, but not less than <coin>0</coin>.
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.
Ill-Gotten Gains
When you play this, you may gain a Copper to your hand.<br/>When you gain this, each other player gains a Curse.
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.
Inn
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.
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.
Jack of all Trades
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.
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.
Mandarin
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.
Margrave
Each other player draws a card, then discards down to 3 cards in hand.
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.
Noble Brigand
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.
<br/>When you gain this, put it on top of your deck.
Nomad Camp
<br/>This is gained onto your deck (instead of to your discard pile).
Oasis
Discard a card.
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/>
Oracle
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.
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.
Scheme
This turn, you may put one of your Action cards onto your deck when you discard it from play.
Worth <vp>1</vp> for every 4 Victory cards in your deck (rounded down).
Silk Road
Worth <vp>1</vp> for every 4 Victory cards you have (round down).
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.
Spice Merchant
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>.
You may discard a Treasure.<nl/>If you do, +3 Cards and +1 Action.
Stables
You may discard a Treasure, for <b>+3<nbsp/>Cards</b> and <b>+1<nbsp/>Action</b>.
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.
Trader
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.
<br/>When you discard this other than during a Clean-up phase, you may reveal it. If you do, gain a Gold.
Tunnel
<br/>When you discard this other than during Clean-up, you may reveal it to gain a Gold.
You may discard an Estate card.<nl/>If you do, +<coin>4</coin>.<nl/>Otherwise, gain an Estate card.
Baron
You may discard an Estate for +<coin>4</coin>. If you don't, gain an Estate.
All cards (including cards in players' hands) cost <coin>1</coin> less this turn, but not less than <coin>0</coin>
Bridge
This turn, cards (everywhere) cost <coin>1</coin> less, but not less than <coin>0</coin>.
If you've played 3 or more Actions this turn (counting this): +1<nbsp/>Card, +1<nbsp/>Action
Conspirator
If you've played 3 or more Actions this turn (counting this), <b>+1<nbsp/>Card</b> and <b>+1<nbsp/>Action</b>.
Coppersmith
Copper produces an extra <coin>1</coin> this turn.
Courtier
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.
Put a card from your hand on top of your deck.
Courtyard
Put a card from your hand onto your deck.
Diplomat
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.
Duke
Worth <vp>1</vp> per Duchy you have.
Great Hall
Harem
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
Ironworks
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>
Lurker
Choose one: Trash an Action card from the Supply; or gain an Action card from the trash.
Each player passes a card from his hand to the left at once. Then you may trash a card from your hand.
Masquerade
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.
Mill
You may discard 2 cards, for +<coin>2</coin>.
You may trash this card immediately.<nl/>If you do, +<coin>2</coin>
Mining Village
You may trash this for +<coin>2</coin>.
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.
Minion
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.
Choose one: +3<nbsp/>Cards; or +2<nbsp/>Actions.
Nobles
Choose one: <b>+3<nbsp/>Cards</b>; or <b>+2<nbsp/>Actions</b>.
Patrol
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.
Choose two: +1<nbsp/>Card; +1<nbsp/>Action; +1<nbsp/>Buy; +<coin>1</coin>.<nl/>(The choices must be different.)
Pawn
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.
Replace
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.
Saboteur
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.
Scout
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.
Secret Chamber
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.
Secret Passage
Take a card from your hand and put it anywhere in your deck.
Reveal your hand.<nl/>If you have no Action cards in hand, +2<nbsp/>Cards.
Shanty Town
Reveal your hand. If you have no Action cards in hand, <b>+2<nbsp/>Cards</b>.
Choose one: +2<nbsp/>Cards; or +<coin>2</coin>; or trash 2 cards from your hand.
Steward
Choose one: <b>+2<nbsp/>Cards</b>; or +<coin>2</coin>; or trash 2 cards from your hand.
Each other player trashes the top card of his deck and gains a card with the same cost that you choose.
Swindler
Each other player trashes the top card of their deck and gains a card with the same cost that you choose.
Each other player chooses one: he discards 2 cards; or he gains a Curse card, putting it in his hand.
Torturer
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.)
Trash 2 cards from your hand.<nl/>If you do, gain a Silver card; put it into your hand.
Trading Post
Trash 2 cards from your hand. If you did, gain a Silver to your hand.
Tribute
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
Upgrade
Trash a card from your hand.<nl/>Gain a card costing exactly <coin>1</coin> more than it.
Name a card. Reveal the top card of your deck. If it's the named card, put it into your hand.
Wishing Well
Name a card, then reveal the top card of your deck. If you named it, put it into your hand.
Bad Omens
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).
Bard
Receive a Boon.
Bat
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>
Blessed Village
<br/>When you gain this, take a Boon. Receive it now or at the start of your next turn.
Cemetery
<i>Heirloom: Haunted Mirror</i>
<br/>When you gain this, trash up to 4 cards from your hand.
Changeling
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.
Cobbler
At the start of your next turn, gain a card to your hand costing up to <coin>4</coin>.
Conclave
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>.
Crypt
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.
Cursed Gold
When you play this, gain a Curse.
Cursed Village
Draw until you have 6 cards in hand.<br/>When you gain this, receive a Hex.
Deluded
At the start of your Buy phase, return this, and<nl/>you can't buy Actions this turn.
Delusion
If you don't have Deluded or Envious, take Deluded
Den of Sin
<benefit/><br/>This is gained to your hand (instead of your discard pile).
Devil's Workshop
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.
Druid
Receive one of the set-aside Boons (leaving it there).<br/>Setup: Set aside the top 3 Boons face up.
Envious
At the start of your Buy phase, return this, and<nl/>Silver and Gold make <coin>1</coin> this turn.
Envy
If you don't have Deluded or Envious, take Envious
Exorcist
Trash a card from your hand.<nl/>Gain a cheaper Spirit from one of the Spirit piles.
Faithful Hound
<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.
Famine
Reveal the top 3 cards of your deck. Discard the<nl/>Actions. Shuffle the rest into your deck.
Fear
If you have at least 5 cards in hand, discard an<nl/>Action or Treasure (or reveal you can't).
Fool
<i>Heirloom: Lucky Coin</i>
If you aren't the player with Lost in the Woods, take it, take 3 Boons, and receive the Boons in any order.
Ghost Town
<br/>This is gained to your hand (instead of your discard pile).
Ghost
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>
Goat
When you play this, you may trash a card from your hand.
Greed
Gain a Copper onto your deck.
Guardian
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).
Haunted Mirror
<br/>When you trash this, you may discard an Action card, to gain a Ghost from its pile.
Haunting
If you have at least 4 cards in hand,<nl/>put one of them onto your deck.
Idol
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.
Imp
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>
Leprechaun
Gain a Gold. If you have exactly 7 cards in play, gain a Wish from its pile.<nl/>Otherwise, receive a Hex.
Locusts
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.
Lost in the Woods
At the start of your turn, you may discard a card to receive a Boon.
Lucky Coin
When you play this, gain a Silver.
Magic Lamp
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.
Miserable
<vp>-2</vp>
Misery
If this is your first Misery this game,<nl/>take Miserable. Otherwise, flip it over to<nl/>Twice Miserable.
Monastery
For each card you've gained this turn, you may trash a card from your hand or a Copper you have in play.
Necromancer
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.
Night Watchman
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).
Pasture
<br/>Worth <vp>1</vp> per Estate you have.
Pixie
<i>Heirloom: Goat</i>
Discard the top Boon.<nl/>You may trash this to receive that Boon twice.
Plague
Gain a Curse to your hand.
Pooka
<i>Heirloom: Cursed Gold</i>
You may trash a Treasure other than Cursed Gold from your hand, for <b>+4<nbsp/>Cards</b>.
Pouch
Poverty
Discard down to 3 cards in hand.
Raider
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/>
Sacred Grove
Receive a Boon. If it doesn't give<nl/>+<coin>1</coin>, each other player may receive it.
Secret Cave
<i>Heirloom: Magic Lamp</i>
You may discard 3 cards.<nl/>If you did, then at the start of your next turn, +<coin>3</coin>.
Shepherd
<i>Heirloom: Pasture</i>
Discard any number of Victory cards, revealing them.<nl/><b>+2<nbsp/>Cards</b> per card discarded.
Skulk
Each other player receives the next Hex.<br/>When you gain this, gain a Gold.
The Earth's Gift
You may discard a Treasure to gain a card costing up to <coin>4</coin>.
The Field's Gift
(Keep this until Clean-up.)
The Flame's Gift
You may trash a card from your hand.
The Forest's Gift
(Keep this until Clean-up.)
The Moon's Gift
Look through your discard pile.<nl/>You may put a card from it onto your deck.
The Mountain's Gift
Gain a Silver.
The River's Gift
<b>+1 Card</b> at the end of this turn.<nl/>(Keep this until Clean-up.)
The Sea's Gift
The Sky's Gift
You may discard 3 cards to gain a Gold.
The Sun's Gift
Look at the top 4 cards of your deck.<nl/>Discard any number of them and put the rest back in any order.
The Swamp's Gift
Gain a Will-o'-Wisp from its pile.
The Wind's Gift
Discard 2 cards.
Tormentor
If you have no other cards in play, gain an Imp from its pile. Otherwise, each other player receives the next Hex.
Tracker
<i>Heirloom: Pouch</i>
Receive a Boon.<br/>While this is in play, when you gain a card, you may put that card onto your deck.
Tragic Hero
If you have 8 or more cards in hand (after drawing), trash this and gain a Treasure.
Twice Miserable
<vp>-4</vp>
Vampire
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.
War
Reveal cards from your deck until revealing one<nl/>costing <coin>3</coin> or <coin>4</coin>. Trash it and discard the rest.
Werewolf
If it's your Night phase, each other player receives the next Hex.<nl/>Otherwise, <b>+3 Cards</b>.
Will-o'-Wisp
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>
Wish
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>
Zombie Apprentice
You may trash an Action card from your hand for<nl/><b>+3 Cards</b> and <b>+1 Action</b>.
Zombie Mason
Trash the top card of your deck. You may gain a card costing up to <coin>1</coin> more than it.
Zombie Spy
Look at the top card of your deck. Discard it or put it back.
Now and at the start of your next turn:
Avanto
You may play a Sauna from your hand.
Black Market Supply
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>
Black Market
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
Church
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.
Dismantle
Trash a card from your hand. If it costs <coin>1</coin> or more, gain a cheaper card and a Gold.
Reveal the top 5 cards from your deck. The player to your left chooses one for you to discard. Draw the rest.
Envoy
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.
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.
Governor
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.
Prince
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).
Sauna/Avanto
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.
Sauna
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.
<br/>When you shuffle, you may put this anywhere in your deck.
Stash
<br/>When shuffling this, you may look through your remaining deck, and may put this anywhere in the shuffled cards.
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.
Summon
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.
<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.
Walled Village
<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.
Bank
When you play this, it's worth <coin>1</coin> per Treasure card you have in play (counting this).
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.
Bishop
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.
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.
City
`
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>.
Colony
Contraband
When you play this, the player to your left names a card.<nl/>You can't buy that card this turn.
Look through your discard pile, reveal any number of Copper cards from it, and put them into your hand.
Counting House
Look through your discard pile, reveal any number of Coppers from it, and put them into your hand.
Trash a card from your hand.<nl/>Gain a card costing up to <coin>3</coin> more than the trashed card.
Expand
Trash a card from your hand.<nl/>Gain a card costing up to <coin>3</coin> more than it.
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.
Forge
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.
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>.
Goons
Each other player discards down to 3 cards in hand.<br/>While this is in play, when you buy a card, +<vp>1</vp>.
<br/>You can't buy this if you have any Copper in play.
Grand Market
<br/>You can't buy this if you have any Coppers in play.
Hoard
<br/>While this is in play, when you buy a Victory card, gain a Gold.
You may choose an Action card in your hand. Play it three times.
King's Court
You may play an Action card from your hand three times.
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.
Loan
When you play this, reveal cards from your deck until you reveal a Treasure. Discard it or trash it. Discard the other cards.
Mint
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.
Monument
Each other player may discard a Curse. If he doesn't, he gains a Curse and a Copper.
Mountebank
Each other player may discard a Curse. If they don't, they gain a Curse and a Copper.
Peddler
<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>.
Platinum
Quarry
<br/>While this is in play, Action cards cost <coin>2</coin> less, but not less than <coin>0</coin>
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.
Rabble
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.
<br/>While this is in play, when you gain a card, you may put that card on top of your deck.
Royal Seal
<br/>While this is in play, when you gain a card, you may put that card onto your deck.
<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.
Talisman
<br/>While this is in play, when you buy a non-Victory card costing <coin>4</coin> or less, gain a copy of it.
+<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.
Trade Route
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.
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.
Vault
Discard any number of cards for +<coin>1</coin> each.<nl/>Each other player may discard 2 cards, to draw a card.
Venture
When you play this, reveal cards from your deck until you reveal a Treasure. Discard the other cards.<nl/>Play that Treasure.
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.
Watchtower
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.
Worker's Village
When you gain an Action card, <b>+1<nbsp/>Villager</b>.
Academy
Trash this.
Acting Troupe
At the start of your turn, <b>+1<nbsp/>Action</b>.
Barracks
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.
Border Guard
During your turns, cards cost<nl/><coin>1</coin> less, but not less than <coin>0</coin>.
Canal
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.
Cargo Ship
At the start of your turn, trash a card from your hand.
Cathedral
The first time you plan an Action card during<nl/>each of your turns, play it again afterwards.
Citadel
At the start of your turn, <b>+1<nbsp/>Card</b>,<nl/>then put a card from your hand onto your deck.
City Gate
At the start of your turn, you may discard a Victory card for <b>+2<nbsp/>Cards</b>.
Crop Rotation
<br/>When you gain this, you may trash a Copper from your hand.
Ducat
Return this to the Supply.<br/>When you gain this, gain another Experiment (that doesn't come with another).
Experiment
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>.
Exploration
At the start of your turn, <b>+1<nbsp/>Buy</b>.
Fair
When drawing your hand, <b>+1<nbsp/>Card</b>.
Flag
<br/>When you gain or trash this, take the Flag.
Flag Bearer
When you gain a Treasure, <b>+1<nbsp/>Coffers</b>.
Guild Hall
Trash a card from your hand. If it's a Victory card, gain a Curse.
Hideout
Once per turn, when you discard a Border Guard<nl/>from play, you may put it onto your deck.
Horn
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.
Improve
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.
Innovation
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>).
Inventor
At the start of your turn, +<coin>1</coin>.
Key
<br/>When you gain this, <b>+2<nbsp/>Villagers</b>.
Lackeys
Your Border Guards reveal 3 cards and discard 2.<nl/>(It takes all 3 being Actions to take the Horn.)
Lantern
Look through your discard pile and put a card from it into your hand; if you can't,<nl/><b>+1<nbsp/>Card</b>.
Mountain Village
Each other player gains a Curse and may trash a Curse from their hand.
Old Witch
At the end of your Buy phase,<nl/>you may pay <coin>1</coin> for <b>+1<nbsp/>Coffers</b>.
Pageant
<br/>When something causes you to reveal this (using the word "reveal"), <b>+1<nbsp/>Coffers</b>.
Patron
At the start of your turn, reveal the top<nl/>card of your deck. If it's an Action, play it.
Piazza
Trash a card from your hand.<nl/>For the rest of this turn, when you trash a card, +<coin>2</coin>.
Priest
Trash a card from your hand,<nl/><b>+1<nbsp/>Villager</b> per <coin>1</coin> it costs.
Recruiter
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.
Research
When another player gains a Victory card, <b>+1<nbsp/>Card</b>.
Road Network
When you play this, choose<nl/>one: +<coin>2</coin>; or replay an Action card you played this turn that's still in play.
Scepter
Discard your hand.<nl/><benefit/>.
Scholar
Gain a card to your hand costing up to <coin>4</coin>. If it's a Treasure, <b>+1<nbsp/>Villager</b>.
Sculptor
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.
Seer
When you trash a card other than with this,<nl/>you may trash a card from your hand.
Sewers
<br/>When you gain or trash this, <b>+1<nbsp/>Coffers</b> and <b>+1<nbsp/>Villager</b>.
Silk Merchant
At the start of your turn, discard any number of Coppers, revealed, and draw that many cards.
Silos
At the start of your turn, add a token here, or<nl/>remove your tokens here for <b>+1<nbsp/>Card</b> each.
Sinister Plot
<br/>When you gain this, <b>+2<nbsp/>Coffers</b>.
Spices
When you shuffle, you may pick<nl/>one of the cards to go on top.
Star Chart
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.
Swashbuckler
At the start of your Buy phase, gain a Gold.
Treasure Chest
Choose one: Trash a Treasure from your hand; or gain a Treasure from the trash to your hand; or take the Key.
Treasurer
Each other player with 5 or more cards in hand discards one costing <coin>2</coin> or more (or reveals they can't).
Villain
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.
Ambassador
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.
Bazaar
Caravan
Each other player discards a Copper card (or reveals a hand with no Copper).
Cutpurse
Each other player discards a Copper (or reveals a hand with no Copper).
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.
Embargo
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.)
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.
Explorer
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.
Fishing Village
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.
Ghost Ship
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.
Set aside a card from your hand face down. At the start of your next turn, put it into your hand.
Haven
Set aside a card from your hand face down (under this). At the start of your next turn, put it into your hand.
Set aside this and another card from your hand. Return them to your deck at the end of the game.
Island
Put this and a card from your hand onto your Island mat.
<br/>While this is in play, when another player plays an Attack card, it does not affect you.
Lighthouse
<br/>While this is in play, when another player plays an Attack card, it doesn't affect you.
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.
Lookout
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.
Merchant Ship
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.
Native Village
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.
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.
Navigator
Look at the top 5 cards of your deck. Either discard all of them, or put them back in any order.
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.
Outpost
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.
Pearl Diver
Look at the bottom card of your deck. You may put it on top.
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.
Pirate Ship
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.
Trash a card from your hand.<nl/>+<coin/> equal to its cost.
Salvager
Trash a card from your hand.<nl/>+<coin>1</coin> per <coin>1</coin> it costs.
Each other player discards the top card of his deck, then gains a Curse card, putting it on top of his deck.
Sea Hag
Each other player discards the top card of their deck, then gains a Curse onto their deck.
Gain a copy of a card costing up to <coin>6</coin> that the player to your right gained on his last turn.
Smugglers
Gain a copy of a card costing up to <coin>6</coin> that the player to your right gained on their last turn.
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.
Tactician
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>.
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.
Treasure Map
Trash this and a Treasure Map from your hand. If you trashed two Treasure Maps, gain 4 Golds onto your deck.
<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.
Treasury
<br/>When you discard this from play, if you didn't buy a Victory card this turn, you may put this onto your deck.
Warehouse
Discard 3 cards.
Wharf
Trash a card from your hand
Blank
Copper
Curse
Duchy
DummyRed
Dummy
Estate
Gold
Province
Silver
Choose cards to discard
You may choose a card to trash
Choose cards to discard. You must discard down to 3 cards in hand.
Gain +<vp>1</vp> & Silver
Gain a card
Found incorrect number of cards. Should return exactly 1
Name a card
This pile is hidden!
You may gain a card to put on your deck
Choose an Action card to play
Choose an Action card to play twice
Choose an Action card to play three times
Choose a Treasure card to play twice
You may put your deck into your discard pile.
Exchange for Changeling
Gain a card you have in play
Gain a card costing up to <coin>4</coin>
Gain a card to your hand costing up to <coin>4</coin>
Gain a card costing up to <coin>5</coin>
Gain a card costing up to <coin>6</coin>
Next Turn
Now
+<coin>2</coin>
Replay an Action card you played this turn that's still in play
Select up to 2 cards to set aside
Take a Boon
Choose a card to put back on your deck
Put your hand onto your deck
Choose up to 2 cards to trash
Choose up to 4 cards to trash
Trash cards
Which card would you like to put into your hand?
No
Set aside any number of Treasures
Do you want to reveal a Settlers and put it into your hand?
Yes
again from {card}
Choose a card to set aside
Choose a card to put onto your deck
Choose order of cards to put back on your deck
Choose a Treasure card of {player} to trash
Discard
Discard 10 cards
Discard 11 cards
Discard 1 card
Discard 2 cards
Discard 3 cards
Discard 4 cards
Discard 5 cards
Discard 6 cards
Discard 7 cards
Discard 8 cards
Discard 9 cards
Discard cards
You discarded 1 card
You discarded 2 cards
You discarded 3 cards
You discarded 4 cards
You discarded 5 cards
You discarded 6 cards
You discarded 7 cards
You discarded 8 cards
You discarded 9 cards
You discarded 10 cards
You discarded 11 cards
You discarded 12 cards
You discarded 13 cards
You discarded 14 cards
You discarded 15 cards
You discarded 16 cards
You discarded 17 cards
You discarded 18 cards
You discarded 19 cards
Discard hand
You are discarding 1 card
You are discarding 2 cards
You are discarding 3 cards
You are discarding 4 cards
You are discarding 5 cards
You are discarding 6 cards
You are discarding 7 cards
You are discarding 8 cards
You are discarding 9 cards
You are discarding 10 cards
You are discarding 11 cards
You are discarding 12 cards
You are discarding 13 cards
You are discarding 14 cards
You are discarding 15 cards
You are discarding 16 cards
You are discarding 17 cards
You are discarding 18 cards
You are discarding 19 cards
End of your {phase} phase
Incorrect number of cards found!
Unable to do anything with this Choice Type!
from {card}
Choose which cards you'd like to gain from the trash.
Gain a card to your hand costing up to <coin>5</coin>
You may play {card}
You may trash a Copper from your hand
Performing Clean-up
Action
Action (Treasure)
Buy
Buy (Treasure)
Clean-up
Endgame
Night
Setup
Starting
Waiting
Do you want to discard {player}'s {card} or put it back on top?
Put it back
Put on deck
Resolve {card}
Reveal {card}
Reveal a card?
Would you like to set aside {card}?
You are shuffling
Trash
Choose a non-Copper Treasure card to trash
Trash {card} or put it on top of your deck?
You discarded {count} cards
You are discarding {count} cards
Cleaned Up
Drawing a new hand
Cannot move card to trash from this location
Can't play tokens right now!
Can't play Treasures right now!
Something happened -- there are cards left in the player's In Play area!
Duplicate cards found! Something went wrong!
destination must be either InPlay or SetAside
You are gaining {card}
{player} gained {card}
You
Can't play Actions right now!
You played {card}
You played {cards}
You are trashing 1 card
You are trashing 2 cards
You are trashing 3 cards
You are trashing 4 cards
You are trashing 5 cards
You are trashing 6 cards
You are trashing 7 cards
You are trashing 8 cards
You are trashing 9 cards
You are trashing 10 cards
You are trashing 11 cards
You are trashing 12 cards
You are trashing 13 cards
You are trashing 14 cards
You are trashing 15 cards
You are trashing 16 cards
You are trashing 17 cards
You are trashing 18 cards
You are trashing 19 cards
You are trashing {count} cards
{player} trashed 1 card
{player} trashed 2 cards
{player} trashed 3 cards
{player} trashed 4 cards
{player} trashed 5 cards
{player} trashed 6 cards
{player} trashed 7 cards
{player} trashed 8 cards
{player} trashed 9 cards
{player} trashed 10 cards
{player} trashed 11 cards
{player} trashed 12 cards
{player} trashed 13 cards
{player} trashed 14 cards
{player} trashed 15 cards
{player} trashed 16 cards
{player} trashed 17 cards
{player} trashed 18 cards
{player} trashed 19 cards
{player} trashed {count} cards
Cannot add cards to Choice Type!
Turn started for {player}
Take the Horn (Top Deck Border Guard)
Take the Lantern (+1 Reveal)
Goatherd
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.
Horse
<nl/>Return this to its pile.<nl/><i>(This is not in the Supply.)</i>
Supplies
When you play this, gain a Horse onto your deck.
Ride
Gain a Horse.
Command
Way
Gain a card from an Action Supply pile
Gain a card onto your deck costing up to <coin>4</coin>
Alliance
Gain a Province, a Duchy, an Estate, a Gold, a Silver, and a Copper.
Commerce
Gain a Gold per differently named card you've gained this turn.
Demand
Gain a Horse and a card costing up to <coin>4</coin>, both onto your deck.
Desperation
Once per turn: You may gain a Curse. If you do, <b>+1<nbsp/>Buy</b> and +<coin>2</coin>.
Populate
Gain one card from each Action Supply pile.
Scrap
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.
Stampede
If you have 5 or fewer cards in play, gain 5 Horses onto your deck.
Gain a Curse?
Gain a Gold
Gain a Horse
Gain a Silver
Snowy Village
<nl/>Ignore any further <b>+Actions</b> you get this turn.
Cavalry
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.
Groom
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>.
Hostelry
<br/>When you gain this, you may discard any number of Treasures, revealed, to gain that many Horses.
Discard any number of Treasure cards. Gain a Horse per card discarded.
Barge
Either now or at the start of your next turn, <b>+3<nbsp/>Cards</b> and <b>+1<nbsp/>Buy</b>.
Fisherman
<br/>During your turns, if your discard pile is empty, this costs <coin>3</coin> less.
Hunting Lodge
You may discard your hand for <b>+5<nbsp/>Cards</b>.
Livery
<nl/>This turn, when you gain a card costing <coin>4</coin> or more, gain a Horse.
Mastermind
At the start of your next turn, you may play an Action card from your hand three times.
Paddock
<nl/>Gain 2 Horses.<nl/><nl/><b>+1<nbsp/>Action</b> per<nl/>empty Supply pile.
+3 Cards & +1 Buy now or next turn?
Destrier
<br/>During your turns, this costs <coin>1</coin> less per card you've gained this turn.
Pursue
Name a card. Reveal the top 4 cards from your deck.<nl/>Put the matches back and discard the rest.
Wayfarer
You may gain a Silver<br/>This has the same cost as the last other card gained this turn, if any.
Gain a Silver?
Choose a card to discard
Gain a Curse
Bargain
Gain a non-Victory card costing up to <coin>5</coin>. <nl/>Each other player gains a Horse.
Delay
You may set aside an Action card from your hand. At the start of your next turn, play it.
Perform Attack
Play {card}
Enhance
You may trash a non-Victory card from your<nl/>hand, to gain a card costing up to <coin>2</coin> more than it.
Gamble
Reveal the top card of your deck. If it's a Treasure<nl/>or Action, you may play it. Otherwise, discard it.
Toil
You may play an Action card from your hand.
Discard {card}
Put {card} into your hand or onto your deck?
Black Cat
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.
March
Look through your discard pile.<nl/>You may play an Action card from it.
Reap
Gain a Gold. Set it aside. If you do,<nl/>at the start of your next turn, play it.
Seize the Day
Once per game:<nl/>Take an extra turn after this one.
Sleigh
Gain 2 Horses.<br/>When you gain a card, you may discard this, to put that card into your hand or onto your deck.
Put into hand
Set aside
Falconer
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.
Sheepdog
<br/>When you gain a card, you may play this from your hand.
Village Green
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.
Set aside {card}
Kiln
The next time you play a card this turn, you may first gain a copy of it.
Reveal a card from your hand.
Call {card}
Gain a copy
Animal Fair
<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.
You bought {card}
You are paying for {card}
Pay {cost}
Trash an Action card from your hand
Set aside for {card}
Choose a card to Exile.
Sanctuary
You may Exile a card from your hand.
Discard all copies ({count}) from Exile
Displace
Exile a card from your hand. Gain a differently named card costing up to <coin>2</coin> more than it.
Stockpile
When you play this, Exile it.
Camel Train
Exile a non-Victory card from the Supply.<br/>When you gain this, Exile a Gold from the Supply.
Exile a non-Victory card from the Supply
Gain an Action card from the trash
Bounty Hunter
Exile a card from your hand. If you didn't have a copy of it in Exile, +<coin>3</coin>.
Trash an Action card from the Supply
Cardinal
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.
Coven
Each other player Exiles a Curse from the Supply. If they can't, they discard their Exiled Curses.
Gatekeeper
Until then, when another player gains an Action or Treasure card they don't have an Exiled copy of, they Exile it.
Exile {card}
How many of {card} do you want to Exile?
Exile Action card from the Supply
Banish
Exile any number of cards with the same name from your hand.
Enclave
Gain a Gold. Exile a Duchy from the Supply.
Invest
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>.
Transport
Choose one: Exile an Action card from the Supply; or put an Action card you have in Exile onto your deck.
Receive a set-aside Boon
Put Action card from Exile onto your deck
Choose cards to discard. You must discard down to 4 cards in hand.
+<coin>{count}</coin> (from Pirate Ship tokens)
Way of the Ox
You are playing {card}
Way of the Goat
Trash a card from your hand.
Way of the Monkey
Way of the Mule
Way of the Otter
Way of the Pig
Way of the Sheep
Resolve via {card}
Way of the Mole
Discard your hand. <b>+3<nbsp/>Cards</b>.
Way of the Owl
Draw until you have 6 cards in hand.
Receive a Hex
Way of the Camel
Exile a Gold from the Supply.
Way of the Horse
Return this to its pile.
Way of the Worm
Exile an Estate from the Supply.
Choose a Treasure to discard.
Way of the Rat
You may discard a Treasure<nl/>to gain a copy of this.
Way of the Butterfly
You may return this to its pile to gain a<nl/>card costing exactly <coin>1</coin> more than it.
Way of the Seal
This turn, when you gain a card,<nl/>you may put it onto your deck.
Way of the Squirrel
<b>+2<nbsp/>Cards</b> at the end of this turn.
Way of the Frog
When you discard this from play<nl/>this turn, put it onto your deck.
Put {card} on your deck
Choose 2:
Way of the Chameleon
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.
Way of the Mouse
Play the set-aside card, leaving it there.<br/>Setup: Set aside an unused Action costing <coin>2</coin> or <coin>3</coin>.
Way of the Turtle
Set this aside. If you did, play<nl/>it at the start of your next turn.
Trash a card
Play a non-Command Action card from the Supply that costs less than this, leaving it there.
You may trash this or an Action card from your hand, for +<coin>5</coin>.<br/>When you gain this, gain 2 Ruins.
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.
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.
Play a non-Command Action card from the Supply costing up to <coin>5</coin>, leaving it there.
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.)
Gain an Action card
Play non-Command Action card
Trash {card}
Gain 2 Ruins
Cards have been shuffled. You may rearrange them.
Choose a supply pile to put an Embargo token on
Gain 2 Coffers
Gain 2 Coppers
Gain a card costing less
Gain 1 Coffers & 1 Villager
Discard an Action card