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Alms



You can only buy this once per turn. When you do, if you have no Treasures in play, you gain a card costing up to . The gained card comes from the Supply and is put into your discard pile.


Ball



When you buy this, you take your - token, which will cause you to get less the next time you get coin; see the Tokens section. Then you gain 2 cards, each costing up to . They can be 2 copies of the same card, or 2 different cards.


Bonfire



This only trashes cards you have in play, not cards from your hand. You can trash zero, one, or two cards. If you trash Treasures with this, this does not remove the you got from playing those Treasures this turn. For example, with 5 Coppers in play and two Buys, you could pay for a Bonfire to trash two of the Coppers, then spend the other on a Peasant.


Borrow



You can only buy this once per turn. When you do, if your -1 Card token is not on your deck, you put it on your deck and get +. The -1 Card token will cause you to draw one less card the next time you draw cards; see the Tokens section.


Expedition



This increases the number of cards you draw in Cleanup of the same turn. It is cumulative. Normally you draw 5 cards; after an Expedition you would draw 7, after two Expeditions you would draw 9, and so on. It only applies for the turn you buy it. If you play Outpost (from Seaside), getting an extra turn with only 3 cards, and also buy Expedition, you add the 2 extra cards onto the base of 3 cards, for 5 cards total.


Ferry



When you buy this, you move your - cost token to any Action Supply pile. This token makes cards from that pile cost less, but not less than , on your turns; see the Tokens section.


Inheritance



You can only buy this once per game. When you do, set aside a non-Victory Action card from the Supply that costs up to , and put your Estate token on it (the one depicting a house). This is not gaining a card, and does not count for things that care about gaining, such as Treasure Hunter; however at the end of the game, include the card in your deck when scoring.

For the rest of the game, all of your Estates have the abilities and types of the set aside card. For example if you set aside a Port, then your Estates are Action - Victory cards, that can be played for +1 Card +2 Actions.

This also changes Estates you buy or otherwise gain during the game; if you used Inheritance on a Port and then later bought an Estate, that Estate would come with a Port, just as buying a Port gains you a Port. This only affects your own Estates, not Estates of other players.

An Estate is yours if either it started in your deck, or you gained it or bought it, or you were passed it with Masquerade (from Intrigue). An Estate stops being yours if you trash it, return it to the Supply, pass it with Masquerade, or are stopped from gaining it due to Possession (from Alchemy) or Trader (from Hinterlands).

There are no limits on the set aside card other than being a non-Victory Action from the Supply costing up to @4.jpg; it may be a Duration card, a Reaction card, and so on. It does not have to continue costing up to , it only has to cost up to when set aside.

Your Estates are still worth 1 when scoring at the end of the game. Your Estates only copy abilities and types; they do not copy cost, name, or what pile they are from (thus they don't trigger tokens like +1 Action on the copied pile, and are not the Bane for Young Witch from Cornucopia even if the copied pile is the Bane). Starting Estates come from the Estates pile.


Lost Arts



When you buy this, you move your +1 Action token to any Action Supply pile. This token gives you +1 Action whenever you play a card from that pile; see the Tokens section.


Mission



You can only buy this once per turn. When you do, if the previous turn was not yours - if it was another player's turn before this turn - you take another turn after this turn ends. The extra turn is completely normal except that you cannot buy cards during it.

You can still buy Events, and play cards, and gain cards in ways other than buying them (such as gaining a Silver from Amulet), and exchange Travellers. Buying Mission during a turn granted by Mission will not give you another turn, because the previous turn was yours.


Pathfinding



When you buy this, you move your +1 Card token to any Action Supply pile. This token gives you +1 Card whenever you play a card from that pile; see the Tokens section.


Pilgrimage



At the start of the game, place your Journey token (the one with the boot) face up. You can only buy this once per turn. When you do, turn your Journey token over. Then if it is face down, nothing more happens. If it is face up, choose up to 3 cards you have in play with different names and gain a copy of each.

The copies you gain come from the Supply and are put into your discard pile. So, every other time you buy this, you will gain up to 3 cards. It does not matter what turned over the Journey token; you could turn it face down with Ranger, then face up with Pilgrimage.



Plan



When you buy this, you move your Trashing token (the one depicting a tombstone) to any Action Supply pile. This token will let you trash a card from your hand when buying a card from that pile; see the Tokens section.


Quest



You may either discard an Attack to gain a Gold, or discard two Curses to gain a Gold, or discard any 6 cards to gain a Gold. The gained Gold is put into your discard pile.

You may choose to discard 6 cards despite not having enough cards in hand; you will discard everything and not gain a Gold. You may choose to discard two Curses despite only having one; you will discard that Curse and not gain a Gold.


Raid



This Event is like an Attack, but buying it is not playing an Attack, and so cannot be responded to with cards like Moat and Caravan Guard. When you buy this, you gain a Silver for each Silver you have in play; for example, with four Silvers in play, you would gain four Silvers.

The Silvers go to your discard pile; if there aren't enough left, just take what is left. Then each other player puts his -1 Card token on top of his deck, which will cause those players to draw one less card the next time they draw cards; see the Tokens section.


Save



You can only buy this once per turn. When you do, you get +1 Buy (letting you buy another Event or a card afterwards), set aside a card from your hand face down (the other players do not get to see it), and put it into your hand at the end of the turn, after drawing your hand for the next turn. For example you might set aside an unplayed Copper, and then after drawing your 5 cards for next turn, add the Copper to your hand.


Scouting Party



When you buy this you get +1 Buy (letting you buy another Event or a card afterwards). Then look at the top 5 cards of your deck, discarding 3 and putting the rest on top of your deck in any order.

If there are fewer than 5 cards even after shuffling, you still discard 3 of them; if there are only 3 cards left between your deck and discard pile, all 3 will be discarded. Scouting Party is unaffected by the -1 Card token; if it is on top of your deck, replace it after resolving Scouting Party.


Seaway



When you buy this, first you gain an Action card costing up to . The Action card comes from the Supply and is put into your discard pile. Then move your +1 Buy token to the pile the Action card came from. The token gives you +1 Buy when playing a card from that pile; see the Tokens section. It only matters how much the card costs that you gain; the cost is not checked later.

For example you can play Bridge Troll, then use Seaway to gain a Bridge Troll (currently costing due to its own effect), and the token will stay there even when Bridge Troll costs later.

You can use Seaway to gain Sir Martin (from Dark Ages) when he's on top of the Knights pile; then your +1 Buy token will be on the Knights pile, even though any remaining Knights will cost . You cannot use Seaway on an empty pile just to move the +1 Buy token; you have to pick a card you can gain.


Trade



You may trash zero, one, or two cards from your hand. For each card you actually trashed, you gain a Silver, putting it into your discard pile.


Training



When you buy this, you move your + token to any Action Supply pile. This token gives you + whenever you play a card from that pile; see the Tokens section.


Travelling Fair



When you buy this, you get +2 Buys (letting you buy more Events or cards afterwards). Then for the rest of the turn, whenever you gain a card, you may put it on your deck.

This works on cards you buy, as well as cards gained other ways, such as gaining cards with Ball. It does not work on Travellers exchanged for other cards; exchanging is not gaining.

Putting the card on your deck is optional each time you gain a card that turn; you could put some on top and let the others go to your discard pile.


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