Acting Troupe



If you do not manage to trash this (for example if you play it twice via Throne Room), you still get the +4 Villagers.

Border Guard / Horn / Lantern





When you play a Border Guard and do not have the Lantern, you reveal the top 2 cards of your deck, choose one and put it into your hand, and discard the other; then if they were both Action cards, you take the Lantern or the Horn.

When you play a Border Guard and have the Lantern, you reveal the top 3 cards of your deck, choose one and put it into your hand, and discard the rest; then if all three were Action cards, you may take the Horn.

If you reveal fewer than 2 cards, or fewer than 3 cards when you have the Lantern, you don't take an Artifact. Both the Horn and the Lantern function the turn you get them.

Cargo Ship



The card you set aside doesn't have to be the next card you gain; you could gain multiple cards and then gain one where you decided to set it aside. If you don't set a card aside at all, Cargo Ship is discarded that turn.

Ducat



When you play this, you get no , but get +1 Coffers and +1 Buy. When you gain this, you may trash a Copper from your hand; this is optional.

Experiment



When you play this, you get +2 Cards and +1 Action, and return it to its Supply pile. When you gain it, you gain another one; this applies whether you gain it via buying it or some other way. If you gain one to a place other than your discard pile, the 2nd copy goes to your discard pile.

For example if you use Sculptor to gain Experiment, you get one in your hand, and one in your discard pile. If you play Band of Misfits (from Dark Ages) or Overlord (from Empires) as Experiment, you will return the card to its own pile, not to the Experiment pile.

If Experiment somehow is not in play (for example if played from the trash via Necromancer, from Nocturne), it fails to return to its pile.

Flag Bearer / Flag





When you gain or trash a Flag Bearer, you take the Flag. The Flag causes you to draw an extra card when drawing your hand in Clean-up.

This is true even if your hand would normally be some amount other than 5 cards - for example if you played Outpost (from Seaside), instead of drawing 3 cards for your Outpost turn, you would draw 4. If Flag Bearer is trashed, the player trashing it takes the Flag, regardless of whose turn it is.

Hideout



Trashing is not optional. Curses are not Victory cards.

Improve



You can only trash an Action card that would be discarded this turn; you cannot trash a non-Action like Silver, or a Duration card that will stay out (but you can trash a Duration card that will be discarded).

You can trash the Improve itself. The card you gain does not have to be an Action, it just has to cost exactly more than the trashed Action. Using this ability is optional, but if you trash a card then you have to gain one if you can.

Inventor



First you gain a card costing up to @4.jpg; then, after that happens, prices are lowered for the rest of the turn. The cost lowering applies to all cards everywhere, including cards in the Supply, in hands, and in Decks.

It's cumulative; for example if you play two Inventors, the cost reduction from the first applies to playing the second (for example it could gain a Duchy, which would then cost ), and afterwards cards cost less for the rest of the turn.

Lackeys



Playing this gives +2 Cards; gaining it gives +2 Villagers.

Mountain Village



If your discard pile has any cards in it, you have to take one of them, you cannot choose to draw a card instead. You get to look through your discard pile to pick the card to take. It does not matter what order you leave your discard pile in.

Old Witch



After the Curse pile is empty, playing this still lets each other player trash a Curse from their hand. A player who is unaffected by Old Witch, such as due to Moat, neither gains a Curse nor may trash one.

Patron



Anything that causes you to reveal a Patron, and specifically uses the word "reveal", causes you to get +1 Coffers. For example if you play a Border Guard and reveal two Patrons, you will get +2 Coffers.

Other players seeing a card, without the word "reveal" being used, is not enough; for example if another player plays a Villain and you discard a Patron, you do not get +1 Coffers.



Priest



When you play this, you get +, trash a card from your hand (mandatory), and then for the rest of the turn, trashing a card from your hand will give you +.

This is cumulative, even if the same Priest is played multiple times (such as with Scepter). For example if you play two Priests and trash two Coppers, you will get + total: + from each play of Priest, and + that the first Priest gives you for the second Priest trashing a card.

The bonus works even if the card was not trashed from your hand; for example you will get + for trashing an Acting Troupe due to playing it, or for trashing a card from the Supply with Lurker (from Intrigue).

Recruiter



First you draw 2 cards, then you trash a card from your hand. Trashing is not optional. For each the trashed card costs, you get +1 Villager; for example if you trash a Silver, you get +3 Villagers. You do not get anything for or amounts, just for .

Research



For each the trashed card costs, you set aside the top card of your deck for next turn; for example if you trash a Silver, you set aside the top 3 cards for next turn.

If there are not enough cards, just set aside as many as you can. The cards are set aside face down; you can look at them and other players cannot.

Scepter



This cannot replay a Duration card you played on a previous turn, but can replay one played the same turn (in which case Scepter will stay in play until the Duration card leaves play).

This can cause you to get +Actions in your Buy phase, but that does not let you play Action cards in your Buy phase (though Scepter itself replays one). If this causes you to draw cards and some of them are Treasures, you can still play those Treasures.

Scholar



If drawing causes you to shuffle, you will shuffle in the discarded cards.

Sculptor



The card is gained to your hand; that is not optional. If you gain a Nomad Camp (from Hinterlands) with this, it goes to your hand.

Seer



Cards with (from Alchemy) or (from Empires) in their cost do not cost from to .

Silk Merchant



When you play this, you get +2 Cards and +1 Buy; when you trash it or gain it, you get +1 Coffers and +1 Villager. If Silk Merchant is trashed, the player trashing it takes the +1 Coffers and +1 Villager, regardless of whose turn it is.

Spices



This is a Treasure that makes and +1 Buy when played; when gaining it, you get +2 Coffers.

Swashbuckler/treasure Chest





First you draw 3 cards, then you check to see if your discard pile has any cards in it; if drawing those cards caused you to shuffle, your discard pile would be empty.

If your discard pile has at least one card, you get +1 Coffers, and if you then have 4 or more tokens on your Coffers, you take the Treasure Chest. You cannot get the Treasure Chest unless your discard pile had at least one card.

Treasure Chest simply causes you to gain a Gold at the start of your Buy phase each turn, including the turn you take it; this is not optional.

Treasurer / Key





The Key does not help you the turn you take it; it gives + at the start of your turn, which has already happened.

When you use a Treasurer to gain a Treasure from the trash, that can trigger abilities like the ones on Ducat and Spices. You can choose to take the Key even if you already have it.

Villain



For example a player could discard an Estate, which costs .


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