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6 ARTISAN 5 BANDIT 4 BUREAUCRAT

Gain a card to your hand costing Gain a Gold. Each other player Gain a silver card; put it on top of
up to . reveals the top 2 cards of their your deck. Each other player
deck, trashes a revealed Treasure reveals a Victory card from his
Put a card from your hand onto
other than Copper, and discards hand and puts it on his deck (or
your deck.
the rest. reveals a hand with no Victory
cards).

2 CELLAR 2 CHAPEL 5 COUNCIL ROOM


+1 Action Trash up to 4 cards from your +4 Cards
hand. +1 Buy
Discard any number of cards. +1
Card per card discarded. Each other player draws a card.

Dominion 2nd Edition


4 BUREAUCRAT 5 BANDIT 6 ARTISAN
If you have no cards left in your First you gain a Gold from the The card you gain comes from the
Deck when you play this card, the Supply, putting it into your Supply and is put into your hand.
Silver you gain will become the discard pile.
You cannot use to increase
only card in your Deck. Similarly,
Then each other player, in turn how expensive of a card you gain;
if another players has no cards in
order, reveals their top 2 cards, it always costs from to .
his Deck, the Victory card he puts
trashes one they choose that is a
on top will become the only card After gaining the card, you put a
Treasure other than Copper (e.g.
in his Deck. card from your hand onto your
Silver or Gold), and discards the
deck; that can be the card you just
other revealed cards.
gained, or a different card.
A player who did not reveal a
Treasure card other than Copper
simply discards both cards.

5 COUNCIL ROOM 2 CHAPEL 2 CELLAR


The other players must draw a You can't trash the Chapel itself You can't discard Cellar to itself,
card whether they want to or not. since it isn't in your hand when since it isn't in your hand any
All players should shuffle as you resolve it. You could trash a longer when you resolve it. You
necessary. different Chapel card if that card choose what cards to discard and
were in your hand. discard them all at once. You only
draw cards after you have
discarded. If you have to shuffle
to do the drawing, the discarded
cards will end up shuffled into
your new Deck.

Dominion 2nd Edition


5 FESTIVAL 4 GARDENS 3 HARBINGER
+2 Actions Worth 1 for every 10 cards in +1 Card
+1 Buy your deck (rounded down). +1 Action
+
Look through your discard pile.
You may put a card from it onto
your deck.

5 LABORATORY 5 LIBRARY 5 MARKET


+2 Cards Draw until you have 7 cards in +1 Card
+1 Action. hand. You may set aside any +1 Action
Action cards drawn this way, as +1 Buy
you draw them; discard the set +
aside cards after you finish
drawing.

Dominion 2nd Edition


3 HARBINGER 4 GARDENS 5 FESTIVAL
First draw a card and get +1 This Kingdom card is a Victory If you are playing multiple
Action; then look through your card, not an Action card. It does Festivals, keep a careful count of
discard pile, and you may put a nothing until the end of the game, your Actions. Say how many you
card from it on top of your deck. when it is worth 1 victory point have left out loud; this trick works
per 10 cards in your Deck every time (i.e. "I'm playing the
Putting a card on top is optional.
(counting all of your cards - your Festival and now have two
Discard pile and hand are part of Actions remaining. I play a
your Deck at that point). Round Market and have two Actions
down; if you have 39 cards, remaining. I play another Festival
Gardens is worth 3 victory points. and now have three actions
During set-up, place 12 Gardens remaining...).
in the Supply for a 3+ player game
and 8 in the Supply for a 2 player
game.

5 MARKET 5 LIBRARY 5 LABORATORY


Draw a card. You may play If you have to shuffle in the Draw two cards. You may play
another Action card during your middle, the set-aside cards are not another Action card during your
Actions phase. During your Buy shuffled into the new Deck. They Action phase.
phase, you may buy an additional will be discarded when you have
card from the supply, and add one finished drawing cards. If you run
coin to the total value of the out of cards even after shuffling,
Treasure cards played. you just get however many there
were. You are not obligated to set
aside Actions - you just have the
option to do so. If you have 7 or
more cards in hand after you play
the Library, you don't draw any
cards.

Dominion 2nd Edition


3 MERCHANT 4 MILITIA 5 MINE
+1 Card + You may trash a Treasure from
+1 Action your hand. Gain a Treasure to
Each other player discards down
your hand costing up to more
The first time you play a Silver to 3 cards in his hand.
than it.
this turn, + .
[Trash a Treasure card from your
hand. Gain a Treasure card
costing up to more; put it into
your hand.]

2 MOAT 4 MONEYLENDER 4 POACHER


+2 Cards You may trash a Copper from +1 Card
your hand for + . +1 Action
––––––––––––––––––––––
+
[Trash a Copper from your hand.
When another player plays an
If you do, + .] Discard a card per empty Supply
Attack card, you may reveal this
pile.
from your hand. If you do, you are
unaffected by that Attack.

Dominion 2nd Edition


5 MINE 4 MILITIA 3 MERCHANT
Generally, you can trash a Copper The attacked players discard cards When you play Merchant, you draw a
card and gain a Silver, or trash a until they have only 3 cards in card and get +1 Action.
Silver card and gain a Gold. hand. Players who had 3 or fewer If you end up playing a Silver later in
However, you could also trash a cards in hand when Militia was the turn, it comes with .
Treasure to gain the same played do not discard any cards. If you play more than one Merchant,
Treasure or a cheaper one. The each gives you when you play that
gained card goes in your hand; first Silver; but if you play more than
thus, you can spend it the same one Silver, you only get the for the
turn. If you don't have a Treasure first Silver.
card in your hand to trash, you
can't gain anything. If you manage to play a Merchant
after playing a Silver, the Merchant
gives you no bonus (for the previous
Silver or for any Silvers you might
play later in the turn).
Playing Throne Room on Merchant
will give you when you play your
first Silver.

4 POACHER 4 MONEYLENDER 2 MOAT


You draw your one card before If you do not have a Copper in An attack card is one that says
discarding. your hand to trash, you don't get "Attack" on the bottom line (usually,
the + to spend in the Buy "Action - Attack"). When someone
If there are no empty piles, you do else plays an Attack card, you may
phase.
not discard. reveal the Moat by showing it from
your hand to the other players and
If there is one empty pile, you
then returning it to your hand (before
discard one card; if there are two the Attack card resolves). You are
empty piles, you discard two then unaffected by that Attack card.
cards, and so on. You won't gain a Curse because of a
This includes all Supply piles, Witch or reveal a card to a Spy, and so
on. Moat doesn't stop anything an
including Curses, Coppers,
Attack does to other players or to the
Poacher itself, etc. player of the Attack; for example, if
If you do not have enough cards to everyone else Moats a Witch, the
discard, just discard the rest of person who played it still gets to draw
your hand. 2 cards. Moat can also be played on
your turn as an Action to draw 2
cards.
Non-Supply piles, such as Spoils,
do not matter to Poacher.

Dominion 2nd Edition


4 REMODEL 5 SENTRY 4 SMITHY
Trash a card from your hand. Gain +1 Card +3 Cards
a card costing up to more than +1 Action
the trashed card.
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.

4 THRONE ROOM 3 VASSAL 3 VILLAGE


You may play an Action card + +1 Card
from your hand twice. +2 Actions
Discard the top card of your deck.
[Choose an Action card in your If it's an Action card, you may
hand. Play it twice.] play it

Dominion 2nd Edition


4 SMITHY 5 SENTRY 4 REMODEL
Draw three cards. First you draw a card and get +1 You cannot trash the Remodel as
Action. it isn't in your hand when you
resolve it (you can trash a
Then you look at the top 2 cards
different Remodel card from your
of your deck.
hand). If you do not have a card to
You can trash both, or discard trash, you cannot gain a card from
both, or put both back in either the Remodel. The gained card
order; or you can trash one and goes in your Discard pile. You can
discard one, or trash one and put only gain cards from the Supply.
one back, or discard one and put The gained card need not cost
one back. exactly more than the trashed
card; it can cost that much or any
amount less. You cannot use coins
from Treasures or previous
Actions (like the Market) to
increase the cost of the card you
gain. You can trash a card to gain
a copy of the same card.

3 VILLAGE 3 VASSAL 4 THRONE ROOM


If you're playing multiple If the card is an Action card, you You pick another Action card in your
hand, play it, and play it again. The second
Villages, keep a careful count of can play it, but do not have to.
use of the Action card doesn't use up any
your Actions. Say how many you extra Actions you have. You completely
If you do play it, you move it into
have left out loud; this trick works resolve playing the Action the first time
your play area and follow its
every time. before playing it the second time. If you
instructions; this does not use up Throne Room a Throne Room, you play an
one of your Action plays for the Action, doing it twice, and then play
turn. another Action and do it twice; you do not
resolve an Action four times. If you
Throne Room a card that gives you +1
Action, such as Market, you will end up
with 2 Actions left afterwards, which is
tricky, because if you'd just played Market
twice you'd only have 1 Action left
afterwards. Remember to count the number
of Actions you have remaining out loud to
keep from getting confused! You cannot
play any other Actions in between playing
the Throne Roomed Action twice.

Dominion 2nd Edition


5 WITCH 3 WORKSHOP 5 ARCHIVE
+2 Cards Gain a card costing up to . +1 Action
Each other player gains a Curse Set aside the top 3 cards of your
card. deck face down (you may look at
them). Now and at the start of
your next two turns, put one into
your hand.

5 BUSTLING VILLAGE 5 CAPITAL 3 CASTLES


+1 Card Sort the Castle pile by cost,
+3 Actions +1 Buy putting the more expensive
Castles on the bottom. For a
Look through your discard pile. ––––––––––––––––––––––
2-player game, use only one of
You may reveal a Settlers from it
When you discard this from play, each Castle. Only the top card of
and put it into your hand.
take , and then you may pay off the pile can be gained or bought.
.

Dominion 2nd Edition/Empires


5 ARCHIVE 3 WORKSHOP 5 WITCH
You look at three cards, and get The card you gain is put into your If there aren't enough Curses left
one now, one next turn, and one Discard pile. It has to be a card to go around when you play the
the turn after that. Put the from the Supply. You cannot use Witch, you deal them out in turn
set-aside cards under Archive. If coins from Treasures or previous order - starting with the player
you play two Archives, they get Actions (like the Market) to after you. If you play Witch with
separate sets of cards. If you increase the cost of the card you no Curses remaining, you will still
Throne Room an Archive, keep may gain. [You cannot gain cards draw 2 cards. A player gaining a
the sets of cards separate; you get with in the cost with Curse puts it face-up into his
one from each turn. If there are Workshop.] Discard pile.
fewer than three cards, just set
aside what you can, and Archive
will run out of cards faster and
still be discarded the turn it has no
cards left.

3 CASTLES 5 CAPITAL 5 BUSTLING VILLAGE

Humble Castle and King's Castle When you discard this from play You can look through your
count themselves. Small Castle (normally, in the Clean-up phase discard pile even if you know
gains you the top Castle, of the turn you played it), you get there are no Settlers in it.
whichever one that is. Haunted , and then get an extra
Castle works whether you buy it opportunity to pay off with
or gain it some other way, Coins, right then. You do not get
provided that it is your turn. You the if you did not discard it
can pick either option on from play - for example, if you
Sprawling Castle regardless of trash it due to Counterfeit (from
how many Duchies and Estates Dark Ages). You only get per
are left in the piles. Grand Castle copy of Capital discarded; for
counts both Victory cards in play - example if you use Crown to play
such as an Opulent Castle - and Capital twice, you still only get
Victory cards in your hand. when you discard it from play.

Dominion 2nd Edition/Empires


3 CATAPULT 3 CHARIOT RACE 5 CHARM

+ +1 Action When you play this, choose one:


+1 Buy and + ; or the next time
Trash a card from your hand. If it Reveal the top card of your deck
you buy a card this turn, you may
costs or more, each other and put it into your hand. The
also gain a differently named card
player gains a Curse. If it's a player to your left reveals the top
with the same cost.
Treasure, each other player card of their deck. If your card
discards down to 3 cards in hand. costs more, + and +1 .

8 CITY QUARTER 5 CROWN 5 EMPORIUM


+2 Actions If it's your Action phase, you may +1 Card
play an Action from your hand +1 Action
Reveal your hand. +1 Card per
twice. If it's your Buy phase, you +
Action card revealed.
may play a Treasure from your
––––––––––––––––––––––
hand twice.
When you gain this, if you have at
least 5 Action cards in play, +2
.

Empires
5 CHARM 3 CHARIOT RACE 3 CATAPULT
These are cumulative, and each You and the player to your left If the card you trash is a treasure,
Charm does not have to gain a reveal your top cards; yours goes each other player discards down to
different card, just a different card into your hand, theirs goes back 3 cards in hand; if the card you
from the one bought. For example if on their deck. If your card cost trash costs or more, each other
you play two Charms and buy a
more you get + and +1 ; you player gains a Curse; if it is both
Forum, you could gain two Duchies.
can put the token on the Chariot (e.g. Silver), both things happen;
The card gained from Charm is gained
before gaining the card you bought, Race to remind you that it made + if it is neither, neither thing
which may matter when cards do this turn. If it is a tie, your card happens. If you have no cards in
things when gained. For example if did not cost more. With , your hand left to trash, neither thing
you buy Villa and gain Rocks via card costs more only if both Coin happens.
Charm, you will first gain a Silver to and amounts are larger, or one
your deck due to Rocks, then get +1 is larger and the other the same.
Action and return to your Action For example Fortune ( )
phase due to Villa. The costs have to costs more than Overlord ( ),
be identical; for example if you play but Overlord does not cost more
Charm and buy Overlord, you can
than Silver, and Silver does not
gain City Quarter, which also costs
cost more than Overlord. If either
, but not Fortune, which costs
. player has no card to reveal, your
card does not cost more.

5 EMPORIUM 5 CROWN 8 CITY QUARTER


This counts Action cards in play, If you play this in your Action Cards with multiple types that
including Action cards played this phase, you play an Action card include Action, such as Crown,
turn, Duration cards in play from from your hand, then play the are Actions.
previous turns, and Reserve cards same card again; this does not use
(from Adventures) called into play up any extra Actions you have. If
this turn. you play this in your Buy phase,
you play a Treasure from your
hand, then play it again; this does
not use up any Actions at all.
Crown can be used to play another
Crown in either your Action or
Buy phase, causing you to either
play two more Actions twice each,
or two more Treasures twice each.
If you play Crown in your Action
phase via something that lets you
play Treasures (like Storyteller
from Adventures), Crown will still
play an Action card twice.

Empires
2 ENCAMPMENT 3 ENCHANTRESS 4 ENGINEER
+2 Cards Until your next turn, the first time Gain a card costing up to . You
+2 Actions each other play plays an Action may trash this. If you do, gain a
card on their turn, they get +1 card costing up to .
You may reveal a Gold or Plunder
Card and +1 Action instead of
from your hand. If you do not, set
following its instructions.
this aside, and return it to the
Supply at the start of Clean-up.
At the start of your next turn,
+2 Cards

3 FARMERS' MARKET 8 8 FORTUNE 5 FORUM


+1 Buy +1 Buy +3 Cards
+1 Action
If there are 4 or more on the When you play this, double your
Farmers' Market Supply pile, take Coin if you haven't yet this turn. Discard 2 cards.
them and trash this. Otherwise,
–––––––––––––––––––––– ––––––––––––––––––––––
add 1 to the pile and then +
per 1 on the pile. When you gain this, gain a Gold When you buy this, +1 Buy.
per Gladiator you have in play.

Empires
4 ENGINEER 3 ENCHANTRESS 2 ENCAMPMENT
Engineer cannot gain copies of Players revealing a card like Moat when this is Revealing a Plunder or Gold is
played have to do it right then, not later, even
itself, or any other card with in though the attack will not hurt them until their optional. When you return
the cost. When you play it, you turn. The first Action each other player plays, Encampment to the Supply, it
gain a card, then may trash just on their next turn, will give them +1 Card goes on top of its pile, potentially
+1 Action instead of what it would have
Engineer to gain a second card normally done. This does not affect abilities covering up a Plunder.
(which can be the same as the first below a dividing line; they still function. For
or different). example a player playing Sacrifice would get +1
Card +1 Action and not do anything Sacrifice
normally does; a player playing Groundskeeper
would get +1 Card +1 Action and would still get
for gaining Victory cards. It can be helpful to
turn the affected card sideways, to remember that
it did not do what it normally did. Enchantress
does not affect card abilities from cards played
on previous turns; for example if an opponent
plays Enchantress and you have an Archive out
from a previous turn, on your turn you will first
get a card from your Archive as normal, and then
the first Action card actually played on that turn
will be affected by Enchantress. If Enchantress
affects a Crown played in a Buy phase, its player
gets +1 Card +1 Action, but has no way to use
the +1 Action, since it is their Buy phase (but it
might matter e.g. if the player buys Villa).

5 FORUM 8 8 FORTUNE 3 FARMERS' MARKET

For example, with and only You only double your Coin the The first time this is played, it
one Buy, you could buy a Forum, first time you play a Fortune in a produces + (and +1 Buy), the
getting +1 Buy, then buy a turn; any further times only get next time + , then + , then +
Province. you +1 Buy. , then the next time the player
takes the 4 (and gets no + ),
then the next time it is back to +
. This still functions if the
Farmers' Market pile is empty.

Empires
3 GLADIATOR 5 GROUNDSKEEPER 5 LEGIONARY
+ +1 Card +
+1 Action
Reveal a card from your hand. You may reveal a Gold from your
The player to your left may reveal –––––––––––––––––––––– hand. If you do, each other player
a copy from their hand. If they do discards down to 2 cards in hand,
While this is in play, when you
not, + and trash a Gladiator then draws a card.
gain a Victory card, +1
from the Supply.

8 OVERLORD 2 PATRICIAN 5 PLUNDER

Play this as if it were an Action +1 Card +


card in the Supply costing up to +1 Action +1
. This is that card until it leaves
Reveal the top card of your deck.
play.
If it costs or more, put it into
your hand.

Empires
5 LEGIONARY 5 GROUNDSKEEPER 3 GLADIATOR
Players wishing to respond to the This can trigger multiple times in If there are no Gladiators in the
Attack (e.g. with Moat) must do a turn, for cards gained different Supply, you cannot trash one, but
so before you choose whether or ways. For example you could play that does not stop you from
not to reveal a Gold. Groundskeeper, then play getting the + . If you have no
Engineer gaining an Estate and cards in hand, the player to your
taking 1 , then in your Buy left cannot reveal a copy of the
phase buy a Duchy taking another card you revealed, so you will get
+1 . Multiple Groundskeepers the + and trash a Gladiator.
are cumulative. If you Crown a
Groundskeeper, there is still just
one Groundskeeper in play, so
you only get +1 per Victory
card gained.

5 PLUNDER 2 PATRICIAN 8 OVERLORD


When you play this, you pick an Action card from the
This gives you a token every Cards costing do not cost Supply that costs up to , and treat this card as if it were
time you play it. or more unless they also have a the card you chose. Normally this will just mean that you
follow the instructions on the card you picked. For
Coin cost of or more. So example, with Village in the Supply, you could play
Fortune does but City Quarter Overlord as Village and get +1 Card +2 Actions.
Overlord also gets the chosen card's cost, name, and
does not. types, until it leaves play. If you play Overlord as a card
that moves itself somewhere, such as to the trash or the
Supply, Overlord will do that; for example Overlord
played as Encampment will be set aside and return to the
Overlord pile at the start of Clean-up. If you play
Overlord as a Duration card, or as a Throne Room on a
Duration card, Overlord will stay in play the same way
the Duration card or Throne Room would. If you play an
Overlord multiple times such as via a Throne Room, you
will only pick what to play it as the first time; the other
times it will be the same thing. Once in play, Overlord is
the thing it copied, rather than an Overlord; for example
Colonnade will produce if you buy a copy of that
card, but not if you buy an Overlord. Overlord can only
be played as a visible card in the Supply, and the top card
of a pile; it cannot be played as a card from an empty pile,
or as a card that has not been uncovered from a split pile,
or as a card from a split pile that has been bought out, or
as a non-Supply card (like Mercenary from Dark Ages).
Overlord cannot be played as Crown during a Buy phase,
since Overlord itself is not a Treasure and so cannot be
played in Buy phases.

Empires
4 ROCKS 8 ROYAL BLACKSMITH 4 SACRIFICE
+ +5 Cards Trash a card from your hand.
–––––––––––––––––––––– Reveal your hand; discard the If it's an...
Coppers.
When you gain or trash this, gain Action card, +2 Cards, +2
a Silver; if it is your Buy phase, Actions
put the Silver on your deck,
Treasure card, +
otherwise put it into your hand.
Victory card, +2

2 SETTLERS 4 TEMPLE 4 VILLA


+1 Card +1 +2 Actions
+1 Action +1 Buy
Trash from 1 to 3 differently
+
Look through your discard pile. named cards from your hand. Add
You may reveal a Copper from it 1 to the Temple Supply pile. ––––––––––––––––––––––
and put it into your hand.
–––––––––––––––––––––– When you gain this, put it into
your hand, +1 Action, and if it's
When you gain this, take the
your Buy phase return to your
from the Temple Supply pile.
Action phase.

Empires
4 SACRIFICE 8 ROYAL BLACKSMITH 4 ROCKS

If you trash a card with multiple You discard both Coppers that If it is another player's turn, then it
types, you get all relevant were in your hand already, and is not your Buy phase, so the
bonuses; for example if you trash Coppers drawn in the +5 Cards. Silver goes to your hand.
Crown, you get +2 Cards, +2
Actions, and + . If you trash a
card with no relevant types (such
as Curse), you get nothing.

4 VILLA 4 TEMPLE 2 SETTLERS


If you gain this during your Action phase, such as You get +1 , trash 1, 2, or 3 You can look through your
with Engineer, you will put the Villa into your
hand and get +1 Action (letting you, for cards with different names from discard pile even if you know
example, play the Villa). If you gain this during your hand (for example a Copper there is no Copper in it.
your Buy phase (such as by buying it), you will and an Estate, but not two
put the Villa into your hand, get +1 Action, and
return to your Action phase. This will let you Coppers), then add 1 (from the
play more Action cards (such as the Villa); when supply) to the Temple pile.
you are done with that you will return to your Gaining a Temple (whether
Buy phase, from the beginning - you can play
more Treasures (and Arena will trigger again). If buying it or otherwise) gives you
you buy Villa, that uses up your default Buy for all the that has accumulated on
the turn, however playing Villa will give you +1 the pile. The pile gets even if it
Buy and so let you buy another card in your
second Buy phase. If you gain this during another is empty; this only matters if there
player's turn, you will put the Villa into your is a way to return a Temple to the
hand and get +1 Action, but will have no way to pile (like Ambassador from
use that Action, since it is not your turn. It is
possible to return to your Action phase multiple Seaside) or a way to gain one
times in a turn via buying multiple Villas. from the trash (like Graverobber
Returning to your Action phase does not cause from Dark Ages).
"start of turn" abilities to repeat; they only
happen at the start of your turn.

Empires
5 WILD HUNT EVENTS - ALL LANDMARKS - ALL

Choose one: +3 Cards and add 1 Events are not Kingdom cards. In a player's Buy Landmarks are not Kingdom
phase, when the player can buy a card, the player
to the Wild Hunt Supply pile; can buy an Event instead. Buying an Event cards. Landmarks provide new
or gain an Estate, and if you do, means paying the cost indicated on the Event and ways for players to score. Players
take the from the pile. then doing the effect of the Event. The Event just may choose how to determine
stays on the table, the player does not take it;
there is no way for a player to gain one or end up what Landmarks to play with.
with one in his deck. Buying an Event uses up a Landmarks in use are visible to all
Buy; normally a player can either buy a card, or from the start of the game. Many
buy an Event. A player with two Buys, such as
after playing Ranger, could buy two cards, or buy Landmarks only apply when
two Events, or buy a card and an Event (in either scoring at the end of the game.
order). The same Event can be bought multiple
times in a turn if the player has the Buys and
available to do it. Some Events give +Buys and
so let the player buy further cards/Events
afterwards. Players cannot play further Treasures
that turn after buying an Event. Buying an Event
is not buying a card and so does not trigger cards
like Swamp Hag or Goons (from Prosperity).
Costs of Events are not affected by cards like
Bridge Troll.

PROJECTS - ALL WAYS - ALL 4 BARON


Projects are special, permanent, Ways are a landscape that provide +1 Buy
on-buy effects not attached to alternate ways to play Action cards.
When you play an Action card, You may discard an Estate card. If
cards. Players can buy Projects
instead of doing what is printed on the you do, + . Otherwise, gain an
during their Buy phase whenever
Action card, you may do what is Estate card.
they might instead buy a card or
printed on a Way being used in that
Event. When a player buys a game.
Project, they put a wooden cube of
their color on it, to track which Ways are not Kingdom cards, and
Projects' effects they receive. Each cannot be bought. Including one or
player has only two cubes to put more Ways in a game does not count
on Projects. toward the 10 Kingdom card piles the
Supply includes. In fact, Ways are not
considered "cards" at all; any text
referring to a "card" (such as
instructions to "name a card") does
not apply to Ways. However, for
reference, Ways' effects are printed on
cards in a landscape orientation with
light blue frames.

Empires/Extras/Intrigue 2nd Edition


LANDMARKS - ALL EVENTS - ALL 5 WILD HUNT
Landmarks are not Kingdom Events are special on-buy effects not attached to If the Estate pile is empty, you can
cards. Players can buy Events during their Buy
cards. It is recommended that no phase to trigger whatever the effect of the Event choose that option but will not get
more than two Landmarks be used is, as an alternative to (or in addition to) buying the tokens. Wild Hunt still
per game. Players may choose cards from the supply. functions normally if the Wild
how to determine what Events are not Kingdom cards; including one or Hunt pile is empty.
more Events in a game does not count toward the
Landmarks to play with. They 10 Kingdom card piles the supply includes. In
may shuffle them with Events and fact, Events are not considered "cards" at all. Any
deal out 2 cards from that pile text referring to a "card" (such as instructions to
"name a card", or cost reducers changing the cost
every game; they may shuffle of cards) does not apply to Events. However, for
them into the Randomizer deck reference, the Event effects and costs are printed
and use 0-2 depending on how on cards in a landscape orientation with silver
frames.
many come up before finding 10
Any number of Events may be used in a game,
Kingdom cards; or they may use but the recommendation is to not use more than
any method they like. two total Events and Landmarks. When choosing
a random Kingdom, the Events may be shuffled
into the randomizer deck; any Events that are
dealt once 10 Kingdom cards have also been
dealt will be included in the game.

4 BARON WAYS - ALL PROJECTS - ALL


Each Way gives Action cards an additional option: you can play the
You are never obligated to discard Action for what it normally does, or play it to do what the Way says Projects are not Kingdom cards;
an Estate, even if you have one in to do. Playing an Action card for a Way ability means not doing
anything the Action card said to do when played. For example, if you
including one or more Projects in
your hand. However, if you do not have Way of the Sheep in a game, which says "+ ," then you could a game does not count toward the
play a Horse and choose to get + ; if you did so, you would not get
discard an Estate, you must gain +2 Cards and +1 Action, and would not return the Horse to its pile. 10 Kingdom card piles the Supply
Ways are not Kingdom cards, and cannot be bought; they sit on the
an Estate (if there are any left); table modifying the game rules. Text below a dividing line is
includes. In fact, Projects are not
you cannot choose to just get +1 unaffected, it will still happen whenever it says it does. For example,
if you play a Highway (from Hinterlands) and use Way of the Sheep,
considered "cards" at all; any text
Buy from this Card. you get + , and then while Highway is in play, its ability makes referring to a "card" does not
cards cheaper. For tracking, it is helpful to tilt a card that was played
using a Way, so that you remember that it did the Way instead of apply to Projects.
what it says. Some Ways refer to "this." That is the card being used
to do the Way ability. For example, Way of the Turtle says "Set this
aside..." If you play a Market using Way of the Turtle, you will set Any number of Projects may be
the Market aside. Enchantress from Empires also changes what an
Action card does when played. If you are affected by Enchantress, used in a game, though it is
you can use a Way instead of getting the +1 Card and +1 Action that
Enchantress's effect would give you. When an Action card can be
recommended to not use more
played at an unusual time, like Sheepdog, it can still be used as a than two total Events, Landmarks,
Way. If you play an Action card multiple times, with a card like
Mastermind, you can choose for each play whether you want it to use and Projects.
a Way or not. If the card you are playing is a Duration card, it only
stays in play if at least one of its plays was for its own abilities. If it
does stay in play, you will have to remember for your next turn how
many times you actually played the Duration card for its abilities.
The choice to use a Way or not happens after "first" abilities on cards
like Moat and Kiln. The Adventures tokens from Adventures still
apply when playing a card using a Way. Any number of Ways may
be used in a game of Dominion, though it is recommended to not use
more than one Way, and not more than two total Ways, Events,
Landmarks, and Projects.

Empires/Extras/Intrigue 2nd Edition


4 BRIDGE 4 CONSPIRATOR 5 COURTIER
+1 Buy + Reveal a card from your hand. For
+ each type it has (Action, Attack,
If you've played 3 or more
etc.), choose one: +1 Action; or
All cards (including cards in Actions this turn (counting this),
+1 Buy; or + ; or gain a Gold.
players' hands) cost less this +1 Card, +1 Action.
The choices must be different.
turn, but not less than .

2 COURTYARD 4 DIPLOMAT 5 DUKE


+3 Card + 2 Cards Worth 1 per Duchy you have.
Put a card from your hand on top If you have 5 or fewer cards in
of your deck. hand (after drawing), +2 Actions.
––––––––––––––––––––––
When another player plays an
Attack card, you may first reveal
this from a hand of 5 or more
cards, to draw 2 cards then discard
3.

Intrigue 2nd Edition


5 COURTIER 4 CONSPIRATOR 4 BRIDGE
First reveal a card from your hand, You evaluate whether or not Costs are lower for all
then count the types. Conspirator gives you +1 Card and purposes. For example, if you
+1 Action when you play it. Action played Village, then Bridge, then
The types are the words on the cards played later in the turn do not Workshop, you could use
bottom line including Action, change this evaluation. For the
Workshop to gain a Duchy
Attack, Curse, Reaction, Treasure, purposes of counting actions, if you
(because Duchy now costs due
and Victory (with more in Throne Room an Action, that's one
Action of the Throne Room, one for to the Bridge). Then if you played
expansions).
the selected Action played the first , you could buy a Silver (for
Then choose one different thing time, and one for the selected Action ) and an Estate (for ). Cards in
per type the card had; if you played the second time. For example, players' decks are also affected.
revealed a card with two types, if you play Throne Room on The effect is cumulative; if you
you pick two things. Conspirator, the first conspirator will Throne Room a Bridge, all cards
be your second Action, and won't give will cost less this turn. Costs
For example you could reveal a you +1 Card or +1 Action, but the never go below . For this
Copper and choose "gain a Gold," second Conspirator will be your third reason, if you play Bridge and
or reveal a Mill and choose "+1 Action, and you will get +1 Card and
then play Upgrade, you could
Action" and "+ ". +1 Action for that second
Conspirator. Action - Victory cards
trash a Copper (which still costs
If you gain a Gold, put the Gold zero, even though you played
are Actions.
into your discard pile. Bridge) and gain a Pawn (which
costs 1 after Bridge is played).

5 DUKE 4 DIPLOMAT 2 COURTYARD


When playing this, you get +2 Cards, then count your
This does nothing until the end of cards in hand, and if you have 5 cards or fewer, you get
You draw cards and add them to
the game, at which time it's worth +2 Actions. your hand before putting one
1 per Duchy you have. This So, for example if you play this from a hand of 5 cards, back. The card you put on top of
you will put it into play, going down to 4 cards, then draw
counts all of your cards - your 2 cards, going up to 6 cards, and that is more than 5 cards your deck can be any card in your
Discard pile and hand are part of so you would not get the +2 Actions. new hand and doesn't have to be
Diplomat can also be used when another player plays an
your Deck at that point. During Attack card, if you have at least 5 cards in hand.
one of the 3 you just drew.
set-up, place 12 Dukes in the Before the Attack card does anything, you can reveal a
Supply for a 3- or 4- [or 5- or 6-] Diplomat from your hand; if you do, you draw 2 cards,
then discard 3 cards (which can include the Diplomat).
player game and 8 in the Supply If you still have at least 5 cards in hand after doing that
for a 2-player game. (such as due to Council Rooms), you can reveal Diplomat
again and do it again.
You reveal Reactions one at a time; you cannot reveal
two Diplomats simultaneously.
You can reveal a Moat from your hand (to be unaffected
by an Attack) either before or after revealing and
resolving a Diplomat (even if the Moat was not in your
hand until after resolving Diplomat).

Intrigue 2nd Edition


6 HAREM 4 IRONWORKS 2 LURKER
Gain a card costing up to . If it +1 Action
is an...
–––––––––––––––––––––– Choose one: Trash an Action card
Action card, +1 Action. from the Supply; or gain an
2 Action card from the trash.
Treasure card, + .
Victory card, +1 Card.

3 MASQUERADE 4 MILL 4 MINING VILLAGE

+2 Card +1 Card +1 Card


+1 Action +2 Actions
Each player with any cards in
You may discard 2 cards, for + .
hand passes one to the next such You may trash this card
player to their left, at once. Then –––––––––––––––––––––– immediately. If you do, + .
you may trash a card from your
hand. 1
[Each player passes a card in their
hand to the player on their left.
You may trash a card from your
hand.]

Intrigue 2nd Edition


2 LURKER 4 IRONWORKS 6 HAREM
The card trashed or gained has to The card you gain must be from This is both a Treasure card and a
be an Action card, but can have the Supply and is put into your Victory card. You can play it for
other types too. For example discard pile. You get a bonus , just like a Silver card. At the
Lurker can trash Nobles from the depending on what type of card end of the game, it's worth 2 .
Supply and can gain Nobles from you gained. A card with 2 types During set-up, place 12 Harems in
the trash. gives you both bonuses; if you use the Supply for a 3- or 4- [or 5- or
Ironworks to gain a Great Hall, 6-] player game and 8 in the
When gaining a card with Lurker,
you will then draw a card (because Supply for a 2-player game.
put the gained card into your
Great Hall is a Victory card) and
discard pile.
may play another Action (because
When you trash a card from the Great Hall is an Action card).
supply that has a special effect Costs of cards are affected by
when trashed, the on-trash effect Bridge. [You cannot gain a card
activates. However, trashing from with in the cost with
the supply does not allow you to Ironworks.]
react with Market Square.

4 MINING VILLAGE 4 MILL 3 MASQUERADE


You must decide whether or not to You can choose to discard 2 cards First you draw 2 cards. Next, each
trash Mining Village or not before even if you only have one card in player (all at the same time)
moving on to other actions or hand, but you only get + if you chooses a card from his hand and
other phases. You get +1 Card actually discarded 2 cards. places it face down on the table
and +2 Actions, whether you between him and the player to his
––––––––––––––––––––––
choose to trash it or not. If you left. The player to the left then
trash it you also get + . If you Use 8 Mills for games with 2 puts that card into his hand. Cards
Throne Room a Mining Village, players, 12 for games with 3 or are passed simultaneously, so you
you cannot trash Mining Village more players. may not look at the card you are
twice. You will get +1 Card, +2 receiving until you have chosen a
Actions, and + the first time card to pass. Finally, you may
you play it and trash it and when trash a card from your hand. Only
you play it the second time with the player who played
the Throne Room you get +1 Masquerade may trash a card.
Card and +2 Actions but cannot This is not an Attack and cannot
trash it again. be responded to with Moat or
Secret Chamber.

Intrigue 2nd Edition


5 MINION 6 NOBLES 5 PATROL
+1 Action Choose one: +3 Cards, or +2 +3 Cards
Actions.
Choose one: + ; or discard your Reveal the top 4 cards of your
hand, +4 Cards, and each other –––––––––––––––––––––– deck. Put the Victory cards and
player with at least 5 cards in hand Curses into your hand. Put the rest
discards his hand and draws 4 2 back in any order.
cards.

2 PAWN 5 REPLACE 4 SECRET PASSAGE

Choose two: +1 Card, +1 Action, Trash a card from your hand. Gain +2 Cards
+1 Buy, + . a card costing up to more than +1 Action
The choices must be different. it. If the gained card is an Action
Take a card from your hand and
or Treasure, put it onto your deck;
put it anywhere in your deck.
if it's a Victory card, each other
player gains a Curse.

Intrigue 2nd Edition


5 PATROL 6 NOBLES 5 MINION
First draw 3 cards, then reveal the This is both an Action card and a You get +1 Action whichever
top 4 cards of your deck. Victory card. When you play it, option you choose. The options
you choose either to draw 3 cards are + , or everything after that -
Put the revealed Victory cards and
or to get 2 more Actions to use; discarding, drawing 4 cards, and
Curses into your hand; you have
you cannot mix and match. At the other players discarding and
to take them all.
end of the game, this is worth 2 drawing. A player who Moats this
Put the rest of the cards back on . During set-up, place 12 neither discards nor draws. Other
your deck in any order you Nobles in the Supply for a 3- or 4- players are only affected by this if
choose. [or 5- or 6-] player game and 8 in they have 5 or more cards in hand.
the Supply for a 2-player game. Other players can use Secret
Chamber when you play Minion
even if they do not have 5 or more
cards in hand. [You make your
choice on how to use Minion after
other players are done revealing
Reactions.]

4 SECRET PASSAGE 5 REPLACE 2 PAWN


First draw 2 cards and get +1 Action; Like Remodel, you first trash a First pick any 2 of the 4 options.
then put a card from your hand card from your hand, then gain a You cannot pick the same option
anywhere in your deck. card from the Supply costing up to twice. After picking both, do both,
The card can be one you just drew or more than the trashed card, in either order. You may not
any other card from your hand. putting the gained card into your choose to draw a card, look at the
It can go on top of your deck, on the discard pile. card drawn, and then make your
bottom, or anywhere in-between; you second choice.
Replace gives you an additional
can count out a specific place to put it, bonus based on the types of the
e.g. four cards down.
gained card; if it is an Action or
If there are no cards left in your deck, Treasure you move it to the top of
the card put back becomes the only your deck, and if it is a Victory
card in your deck. card the other players each gain a
Where you put the card is public Curse.
knowledge.
It is possible to get both bonuses;
You don't have to put the card into a if you gain Harem, Mill, or Nobles
specific spot, you can just shove it with Replace, it both goes on your
into your deck if you want.
deck and causes the other players
to each gain a Curse.

Intrigue 2nd Edition


3 SHANTY TOWN 3 STEWARD 3 SWINDLER
+2 Actions Choose one: +2 Cards; or + ; or +
trash 2 cards from your hand.
Reveal your hand. If you have no Each other player trashes the top
Action cards in hand, +2 Cards. card of his deck and gains a card
with the same cost that you
choose.

5 TORTURER 5 TRADING POST 5 UPGRADE


+3 Card Trash 2 cards from your hand. If +1 Card
you do, gain a silver card; put it +1 Action
Each other player chooses one: he
into your hand.
discards 2 cards; or he gains a Trash a card from your hand. Gain
Curse card, putting it in his hand. a card costing exactly more
than it.

Intrigue 2nd Edition


3 SWINDLER 3 STEWARD 3 SHANTY TOWN
A player with no cards left in his Deck If you choose to trash 2 cards and You get 2 more Actions to use no
shuffles first; a player who still has no
have 2 or more cards in your hand matter what else happens. Then
cards does not trash a card or gain a card. If
the order matters (such as when piles are after playing the Steward, then you must reveal your hand. If you
running low), resolve Swindler in turn you must trash exactly 2 cards. have no Action cards in hand, you
order starting with the player to your left. You may choose to trash 2 cards, draw 2 cards. If the first card you
Gained cards go to discard piles. If a player even if you only have 1 card left draw is an Action card, you still
trashed a card such as Copper, you may
in your hand after playing the draw the second card. Action -
choose to give him Curse (if there are any
left). You can give a player another copy Steward; just trash the remaining Victory cards are Action cards.
of the same card he trashed. The gained card in your hand. You cannot
cards have to be ones from the Supply, and mix and match - you either draw 2
you have to pick a card that's left if you can cards, get , or trash 2 cards.
(you cannot pick an empty pile). If there
are no cards in the Supply with the same
cost as a given player's trashed card, no
card is gained by that player. A player who
Moats this does not reveal a card from his
deck, and so neither trashes a card nor
gains a card.

5 UPGRADE 5 TRADING POST 5 TORTURER


Draw a card first. Then, you must If you have 2 or more cards, you Each other player chooses which
trash a card from your hand and gain a must trash exactly 2 cards and option to suffer and then suffers it.
card costing exactly more than the gain a Silver card. The gained A player can choose to gain a
trashed card. The gained card has to Silver card goes into your hand Curse even when there are no
be a card in the Supply, and it goes
and can be spent the same turn. If Curses left, in which case he
into your discard pile. If there are no
the Silver pile is empty, you do doesn't gain one; and a player can
cards available for that cost, you do
not get one (you still trashed a card not gain a Silver card (but still choose to discard 2 cards even if
though). If you do not have a card in trash cards if possible). If you he has no cards in hand or one
your hand to trash, you neither trash only have one card left in your card in hand (if he has one card,
nor gain a card. Card costs are hand and you play Trading Post, he discards that single card).
affected by Bridge. Since Bridge you trash the one remaining card Gained Curses go to the players'
affects the costs of the card you trash but you do not gain a Silver. If hands rather than their discard
and then card you gain, in most cases you have no cards left when you piles. If there aren't enough Curses
the Bridge will have no net effect. But play this, nothing happens. left for everybody, deal them
since cards cannot go below zero in around in turn order starting with
cost, a Bridge played before an
the player to your left. When the
Upgrade would allow you to trash a
Copper and gain an Estate.
order matters (such as with very
few Curses left), each player
makes his decision of which fate
to suffer in turn order.

Intrigue 2nd Edition


3 WISHING WELL
+1 Card
+1 Action
Name a card, then reveal the top
card of your deck. If it is the
named card, put it in your hand.

Intrigue 2nd Edition


3 WISHING WELL
First you draw your card. Then
name a card ("Copper," for
example - not "Treasure") and
reveal the top card of your deck; if
you named the same card you
revealed, put the revealed card in
your hand. If you do not name the
right card, you put the revealed
card back on top.

Intrigue 2nd Edition

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