diff --git a/card_db_src/cards_db.json b/card_db_src/cards_db.json index 7b0346ea..1ea66d48 100644 --- a/card_db_src/cards_db.json +++ b/card_db_src/cards_db.json @@ -5658,5 +5658,850 @@ "Action", "Duration" ] + }, + { + "card_tag": "Black Cat", + "cardset_tags": [ + "menagerie" + ], + "cost": "2", + "types": [ + "Action", + "Attack", + "Reaction" + ] + }, + { + "card_tag": "Sleigh", + "cardset_tags": [ + "menagerie" + ], + "cost": "2", + "types": [ + "Action", + "Reaction" + ] + }, + { + "card_tag": "Supplies", + "cardset_tags": [ + "menagerie" + ], + "cost": "2", + "types": [ + "Treasure" + ] + }, + { + "card_tag": "Camel Train", + "cardset_tags": [ + "menagerie" + ], + "cost": "3", + "types": [ + "Action" + ] + }, + { + "card_tag": "Goatheard", + "cardset_tags": [ + "menagerie" + ], + "cost": "3", + "types": [ + "Action" + ] + }, + { + "card_tag": "Scrap", + "cardset_tags": [ + "menagerie" + ], + "cost": "3", + "types": [ + "Action" + ] + }, + { + "card_tag": "Sheepdog", + "cardset_tags": [ + "menagerie" + ], + "cost": "3", + "types": [ + "Action", + "Reaction" + ] + }, + { + "card_tag": "Snowy Village", + "cardset_tags": [ + "menagerie" + ], + "cost": "3", + "types": [ + "Action" + ] + }, + { + "card_tag": "Stockpile", + "cardset_tags": [ + "menagerie" + ], + "cost": "3", + "types": [ + "Treasure" + ] + }, + { + "card_tag": "Bounty Hunter", + "cardset_tags": [ + "menagerie" + ], + "cost": "4", + "types": [ + "Action" + ] + }, + { + "card_tag": "Cardinal", + "cardset_tags": [ + "menagerie" + ], + "cost": "4", + "types": [ + "Action", + "Attack" + ] + }, + { + "card_tag": "Cavalry", + "cardset_tags": [ + "menagerie" + ], + "cost": "4", + "types": [ + "Action" + ] + }, + { + "card_tag": "Groom", + "cardset_tags": [ + "menagerie" + ], + "cost": "4", + "types": [ + "Action" + ] + }, + { + "card_tag": "Hostelry", + "cardset_tags": [ + "menagerie" + ], + "cost": "4", + "types": [ + "Action" + ] + }, + { + "card_tag": "Village Green", + "cardset_tags": [ + "menagerie" + ], + "cost": "4", + "types": [ + "Action", + "Duration", + "Reaction" + ] + }, + { + "card_tag": "Barge", + "cardset_tags": [ + "menagerie" + ], + "cost": "5", + "types": [ + "Action", + "Duration" + ] + }, + { + "card_tag": "Coven", + "cardset_tags": [ + "menagerie" + ], + "cost": "5", + "types": [ + "Action", + "Attack" + ] + }, + { + "card_tag": "Displace", + "cardset_tags": [ + "menagerie" + ], + "cost": "5", + "types": [ + "Action" + ] + }, + { + "card_tag": "Falconer", + "cardset_tags": [ + "menagerie" + ], + "cost": "5", + "types": [ + "Action", + "Reaction" + ] + }, + { + "card_tag": "GateKeeper", + "cardset_tags": [ + "menagerie" + ], + "cost": "5", + "types": [ + "Action", + "Duration", + "Attack" + ] + }, + { + "card_tag": "Hunting Lodge", + "cardset_tags": [ + "menagerie" + ], + "cost": "5", + "types": [ + "Action" + ] + }, + { + "card_tag": "Kiln", + "cardset_tags": [ + "menagerie" + ], + "cost": "5", + "types": [ + "Action" + ] + }, + { + "card_tag": "Livery", + "cardset_tags": [ + "menagerie" + ], + "cost": "5", + "types": [ + "Action" + ] + }, + { + "card_tag": "Mastermind", + "cardset_tags": [ + "menagerie" + ], + "cost": "5", + "types": [ + "Action", + "Duration" + ] + }, + { + "card_tag": "Paddock", + "cardset_tags": [ + "menagerie" + ], + "cost": "5", + "types": [ + "Action" + ] + }, + { + "card_tag": "Sanctuary", + "cardset_tags": [ + "menagerie" + ], + "cost": "5", + "types": [ + "Action" + ] + }, + { + "card_tag": "Fisherman", + "cardset_tags": [ + "menagerie" + ], + "cost": "5*", + "types": [ + "Action" + ] + }, + { + "card_tag": "Destrier", + "cardset_tags": [ + "menagerie" + ], + "cost": "6*", + "types": [ + "Action" + ] + }, + { + "card_tag": "Wayfarer", + "cardset_tags": [ + "menagerie" + ], + "cost": "6*", + "types": [ + "Action" + ] + }, + { + "card_tag": "Animal Fair", + "cardset_tags": [ + "menagerie" + ], + "cost": "7*", + "types": [ + "Action" + ] + }, + { + "card_tag": "Horse", + "cardset_tags": [ + "menagerie" + ], + "cost": "3*", + "types": [ + "Action" + ], + "randomizer": false, + "count": "30" + }, + { + "card_tag": "Way of the Butterfly", + "cardset_tags": [ + "menagerie" + ], + "cost": "", + "types": [ + "Way" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie ways" + }, + { + "card_tag": "Way of the Camel", + "cardset_tags": [ + "menagerie" + ], + "cost": "", + "types": [ + "Way" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie ways" + }, + { + "card_tag": "Way of the Chameleon", + "cardset_tags": [ + "menagerie" + ], + "cost": "", + "types": [ + "Way" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie ways" + }, + { + "card_tag": "Way of the Frog", + "cardset_tags": [ + "menagerie" + ], + "cost": "", + "types": [ + "Way" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie ways" + }, + { + "card_tag": "Way of the Goat", + "cardset_tags": [ + "menagerie" + ], + "cost": "", + "types": [ + "Way" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie ways" + }, + { + "card_tag": "Way of the Horse", + "cardset_tags": [ + "menagerie" + ], + "cost": "", + "types": [ + "Way" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie ways" + }, + { + "card_tag": "Way of the Mole", + "cardset_tags": [ + "menagerie" + ], + "cost": "", + "types": [ + "Way" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie ways" + }, + { + "card_tag": "Way of the Monkey", + "cardset_tags": [ + "menagerie" + ], + "cost": "", + "types": [ + "Way" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie ways" + }, + { + "card_tag": "Way of the Mouse", + "cardset_tags": [ + "menagerie" + ], + "cost": "", + "types": [ + "Way" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie ways" + }, + { + "card_tag": "Way of the Mule", + "cardset_tags": [ + "menagerie" + ], + "cost": "", + "types": [ + "Way" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie ways" + }, + { + "card_tag": "Way of the Otter", + "cardset_tags": [ + "menagerie" + ], + "cost": "", + "types": [ + "Way" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie ways" + }, + { + "card_tag": "Way of the Owl", + "cardset_tags": [ + "menagerie" + ], + "cost": "", + "types": [ + "Way" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie ways" + }, + { + "card_tag": "Way of the Ox", + "cardset_tags": [ + "menagerie" + ], + "cost": "", + "types": [ + "Way" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie ways" + }, + { + "card_tag": "Way of the Pig", + "cardset_tags": [ + "menagerie" + ], + "cost": "", + "types": [ + "Way" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie ways" + }, + { + "card_tag": "Way of the Rat", + "cardset_tags": [ + "menagerie" + ], + "cost": "", + "types": [ + "Way" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie ways" + }, + { + "card_tag": "Way of the Seal", + "cardset_tags": [ + "menagerie" + ], + "cost": "", + "types": [ + "Way" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie ways" + }, + { + "card_tag": "Way of the Sheep", + "cardset_tags": [ + "menagerie" + ], + "cost": "", + "types": [ + "Way" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie ways" + }, + { + "card_tag": "Way of the Squirrel", + "cardset_tags": [ + "menagerie" + ], + "cost": "", + "types": [ + "Way" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie ways" + }, + { + "card_tag": "Way of the Turtle", + "cardset_tags": [ + "menagerie" + ], + "cost": "", + "types": [ + "Way" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie ways" + }, + { + "card_tag": "Way of the Worm", + "cardset_tags": [ + "menagerie" + ], + "cost": "", + "types": [ + "Way" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie ways" + }, + { + "card_tag": "Delay", + "cardset_tags": [ + "menagerie" + ], + "cost": "0", + "types": [ + "Event" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie events" + }, + { + "card_tag": "Desperation", + "cardset_tags": [ + "menagerie" + ], + "cost": "0", + "types": [ + "Event" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie events" + }, + { + "card_tag": "Gamble", + "cardset_tags": [ + "menagerie" + ], + "cost": "2", + "types": [ + "Event" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie events" + }, + { + "card_tag": "Pursue", + "cardset_tags": [ + "menagerie" + ], + "cost": "2", + "types": [ + "Event" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie events" + }, + { + "card_tag": "Ride", + "cardset_tags": [ + "menagerie" + ], + "cost": "2", + "types": [ + "Event" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie events" + }, + { + "card_tag": "Toil", + "cardset_tags": [ + "menagerie" + ], + "cost": "2", + "types": [ + "Event" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie events" + }, + { + "card_tag": "Enhance", + "cardset_tags": [ + "menagerie" + ], + "cost": "3", + "types": [ + "Event" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie events" + }, + { + "card_tag": "March", + "cardset_tags": [ + "menagerie" + ], + "cost": "3", + "types": [ + "Event" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie events" + }, + { + "card_tag": "Transport", + "cardset_tags": [ + "menagerie" + ], + "cost": "3", + "types": [ + "Event" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie events" + }, + { + "card_tag": "Banish", + "cardset_tags": [ + "menagerie" + ], + "cost": "4", + "types": [ + "Event" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie events" + }, + { + "card_tag": "Bargain", + "cardset_tags": [ + "menagerie" + ], + "cost": "4", + "types": [ + "Event" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie events" + }, + { + "card_tag": "Invest", + "cardset_tags": [ + "menagerie" + ], + "cost": "4", + "types": [ + "Event" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie events" + }, + { + "card_tag": "Seize the Day", + "cardset_tags": [ + "menagerie" + ], + "cost": "4", + "types": [ + "Event" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie events" + }, + { + "card_tag": "Commerce", + "cardset_tags": [ + "menagerie" + ], + "cost": "5", + "types": [ + "Event" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie events" + }, + { + "card_tag": "Demand", + "cardset_tags": [ + "menagerie" + ], + "cost": "5", + "types": [ + "Event" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie events" + }, + { + "card_tag": "Stampede", + "cardset_tags": [ + "menagerie" + ], + "cost": "5", + "types": [ + "Event" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie events" + }, + { + "card_tag": "Reap", + "cardset_tags": [ + "menagerie" + ], + "cost": "7", + "types": [ + "Event" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie events" + }, + { + "card_tag": "Enclave", + "cardset_tags": [ + "menagerie" + ], + "cost": "8", + "types": [ + "Event" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie events" + }, + { + "card_tag": "Alliance", + "cardset_tags": [ + "menagerie" + ], + "cost": "10", + "types": [ + "Event" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie events" + }, + { + "card_tag": "Populate", + "cardset_tags": [ + "menagerie" + ], + "cost": "10", + "types": [ + "Event" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie events" } ] diff --git a/card_db_src/en_us/cards_en_us.json b/card_db_src/en_us/cards_en_us.json index 0e9753ec..ced61197 100644 --- a/card_db_src/en_us/cards_en_us.json +++ b/card_db_src/en_us/cards_en_us.json @@ -2703,5 +2703,375 @@ "description": "Look at the top 2 cards of your deck. Discard them or put them back in any order.", "extra": "If any Kingdom card has the type Looter (e.g. Cultist, Death Cart, and Marauder), add the all the Ruins cards (Abandoned Mine, Ruined Library, Ruined Market, Ruined Village, Survivors), shuffle, then count 10 per player after the first: 10 for two players, 20 for three players, 30 for four players, and so on. Put the pile face down with the top card face up. Return any remaining Ruins cards to the box.Players can buy Ruins. Ruins cards are Actions; they may be played in the Action phase, and count as Actions for things that refer to Action cards, such as Procession. The Ruins pile, when used, is in the Supply, and if it is empty that counts towards the normal end condition.", "name": "Survivors" + }, + "Black Cat": { + "description": "+2 CardsIf it isn't your turn, each other player gains a Curse.When another player gains a Victory card, you may play this from your hand.", + "extra": "When you play this on your turn, you draw 2 cards.When you play it on another player's turn - normally only possible via its reaction - you draw 2 cards, and then everyone else gains a Curse, in turn order starting with the player whose turn it is.When anyone else gains a Victory card - whether or not it is your turn - you may play this from your hand.", + "name": "Black Cat" + }, + "Sleigh": { + "description": "Gain 2 Horses.When you gain a card, you may discard this, to put that card into your hand or onto your deck.", + "extra": "You can move the gained card from your discard pile even though you discarded Sleigh on top of it.If a gained card goes directly to somewhere other than your discard pile (for example, the Silver gained from Bureaucrat), Sleigh can still move it to your hand or the top of your deck.If something else has moved the card since it was gained, Sleigh cannot move it.", + "name": "Sleigh" + }, + "Supplies": { + "description": "1 <*COIN*>

When you play this, gain a Horse onto your deck.", + "extra": "This is a Treasure worth 1 Coin, like Copper; you play it in your Buy phase.When you play this, gain a Horse, putting it directly onto your deck.", + "name": "Supplies" + }, + "Camel Train": { + "description": "Exile a non-Victory card from the Supply.When you gain this, Exile a Gold from the Supply.", + "extra": "When you play this, you Exile a non-Victory card from the Supply; when you gain this, you Exile a Gold from the Supply.The Exiled cards are not available for use until discarded from the Exile mat.", + "name": "Camel Train" + }, + "Goatheard": { + "description": "+1 ActionYou may trash a card from your hand.+1 Card per card the player to your right trashed on their last turn.", + "extra": "You draw cards even if you did not trash a card.One way to keep count of the number of cards trashed is to put them on the trash sideways.", + "name": "Goatheard" + }, + "Scrap": { + "description": "Trash a card from your hand.Choose a different thing per 1 Coin it costs: +1 Card; +1 Action; +1 Buy; +1 Coin; gain a Silver; gain a Horse.", + "extra": "First trash a card, then choose a different bonus per 1 Coin the card cost, then do them in the order listed.So you might trash an Estate, choose +1 Card and \"gain a Horse,\" then draw a card and then gain the Horse.", + "name": "Scrap" + }, + "Sheepdog": { + "description": "+2 CardsWhen you gain a card, you may play this from your hand.", + "extra": "You can use this when gaining a card due to buying it, when gaining a card some other way such as due to Falconer, and even when gaining a card on another player's turn, such as due to Black Cat.Remember that when you buy a card, you can no longer play Treasures in that Buy phase.If you gain a Sheepdog to your hand - such as via Falconer - you can react to that gain and play the Sheepdog.f you gain a card with a \"when you gain\" clause, you can choose to resolve that before or after reacting with Sheepdog, for example, if you gain Hostelry, you can choose to discard Treasures for Horses before or after reacting with Sheepdog.", + "name": "Sheepdog" + }, + "Snowy Village": { + "description": "+1 Card
+4 Actions
+1 Buy
Ignore any further +Actions you get this turn.", + "extra": "Any extra Actions you already had before playing this do not go away; for example, if you play Village and then Snowy Village, you can play 5 more Actions after that.Any further +Actions you would get that turn, you do not, including from playing another Snowy Village or converting Villagers (from Renaissance).This does not stop you from playing more cards via cards that tell you to play cards, such as Throne Room.You can convert Villagers between drawing the card and reaching the last sentence which prevents further +Actions.", + "name": "Snowy Village" + }, + "Stockpile": { + "description": "3 <*COIN*>

+1 BuyWhen you play this, Exile it.", + "extra": "This is a Treasure worth 3 coin, like Gold; you play it in your Buy phase.When you play this, you also get +1 Buy, and put this on your Exile mat.If you play this twice with a card like Crown (from Empires), you will get +6 coin and +2 Buys total, even though you could only Exile it once.", + "name": "Stockpile" + }, + "Bounty Hunter": { + "description": "+1 Action
Exile a card from your hand.If you didn't have a copy of it in Exile, +3 Coin.", + "extra": "First you get +1 Action and Exile a card from your hand; this is not optional.Then if that is the only copy of that card that you have in Exile, you get +3 Coin.If you can't Exile a card, you don't get +3 Coin.", + "name": "Bounty Hunter" + }, + "Cardinal": { + "description": "+2 Coin
Each other player reveals the top 2 cards of their deck, Exiles one costing from 3 Coin to 6 Coin, and discards the rest.", + "extra": "If an attacked player reveals two cards each costing from 3 Coin to 6 Coin, that player chooses which card they Exile.", + "name": "Cardinal" + }, + "Cavalry": { + "description": "Gain 2 Horses.When you gain this, +2 Cards, +1 Buy, and if it's your Buy phase return to your Action phase.", + "extra": "When you gain Cavalry in your Buy phase, you get +2 Cards, +1 Buy, and return to your Action phase.When you gain Cavalry in a different phase or during another player's turn, you get +2 Cards and +1 Buy.+1 Buy is not useful if it is not your turn.This ability of Cavalry is not playing the Cavalry, and does not put Cavalry into play.Returning to your Action phase does not cause \"start of turn\" abilities to repeat; however when your Buy phase happens again after that, \"start of your Buy phase\" abilities can repeat.Returning to your Action phase does not give you any +Actions; you have left however many you already had left.", + "name": "Cavalry" + }, + "Groom": { + "description": "Gain a card costing up to 4 Coin If it's an...Action card, gain a Horse;Treasure card, gain a Silver;Victory card, +1 Card and +1 Action.", + "extra": "First gain a card, then apply the bonuses in the order listed.A card can give you multiple bonuses; for example, if you gain a Mill (from Intrigue), you gain a Horse and then get +1 Card and +1 Action.", + "name": "Groom" + }, + "Hostelry": { + "description": "+1 Card
+2 ActionsWhen you gain this, you may discard any number of Treasures, revealed, to gain that many Horses.", + "extra": "When you gain this, you may discard any number of Treasure cards from your hand, to gain that many Horses from their pile.Reveal the discarded Treasure cards.You do not have to discard anything, and cannot discard anything but Treasures.", + "name": "Hostelry" + }, + "Village Green": { + "description": "Either now or at the start of your next turn, +1 Card and +2 Actions.When you discard this other than during Clean-up, you may reveal it to play it.", + "extra": "When playing Village Green, choose whether to take +1 Card and +2 Actions immediately, or at the start of your next turn.If you choose \"immediately,\" Village Green will be discarded in the same turn's Clean-up; if you choose \"next turn,\" Village Green will be discarded that turn.If you play a Village Green multiple times, such as with Mastermind, you choose each time whether to take +1 Card and +2 Actions immediately or next turn, and the Village Green only stays in play until next turn if at least one of the plays was for next turn (in which case the Mastermind also stays in play).Village Green also lets you play it when you discard it, other than in Clean-up.You can only discard Village Green if something causes you to or lets you, and discarding it only lets you play it once (each time you discard it). This works whether it is your turn or another player's, and whether you discard it from your hand, or deck (such as with Cardinal), or from being set aside, or from Exile. This ability does not function if Village Green is put into your discard pile without being discarded, such as when bought, or due to Scavenger (from Dark Ages). The key thing to look for is a card telling you to \"discard\" cards.If you play Village Green when it is not your turn, and choose to take the +1 Card and +2 Actions immediately, the +2 Actions will not be useful.If you play Vassal and discard Village Green, you can react with Village Green to play it, and then Vassal lets you play it too. Vassal is discarded during from play that turn, regardless of whether Village Green stays out.", + "name": "Village Green" + }, + "Barge": { + "description": "Either now or at the start of your next turn,+3 Cards and +1 Buy.", + "extra": "When playing Barge, choose whether to take +3 Cards and +1 Buy immediately, or at the start of your next turn.If you choose \"immediately,\" Barge will be discarded in the same turn's Clean-up; if you choose \"next turn,\" Barge will be discarded that turn.If you play a Barge multiple times, such as with Mastermind, you choose each time whether to take +3 Cards and +1 Buy immediately or next turn, and the Barge only stays in play until next turn if at least one of the plays was for next turn (in which case the Mastermind also stays in play).", + "name": "Barge" + }, + "Coven": { + "description": "+1 Action
+2 Coin
Each other player Exiles a Curse from the Supply. If they can't, they discard their Exiled Curses.", + "extra": "Curses are Exiled in turn order; it may be that one player Exiles a Curse while another discards the Curses from their mat.", + "name": "Coven" + }, + "Displace": { + "description": "Exile a card from your hand. Gain a differently named card costing up to 2 Coin more than it.", + "extra": "The card you gain does not have to cost more than the card you Exiled.For example, you could Exile a Province and gain a Gold.", + "name": "Displace" + }, + "Falconer": { + "description": "Gain a card to your hand costing less than this.When any player gains a card with 2 or more types (Action, Attack, etc.), you may play this from your hand.", + "extra": "This can only gain cards from the Supply.You can react with this to any gained card with 2 or more types; it can be a card that was bought, or a card gained some other way, such as via a Falconer.You can do this regardless of who gained the card - you or anyone else - and regardless of whose turn it is.The types are the words on the bottom line \u2013 including Action, Attack, Curse, Duration, Reaction, Treasure, and Victory (with more in other expansions).If you gain a Falconer to your hand - such as via Artisan - you can react to that gain and play it, since it has two types.", + "name": "Falconer" + }, + "GateKeeper": { + "description": "At the start of your next turn, +3 Coin. Until then, when another player gains an Action or Treasure card they don't have an Exiled copy of, they Exile it.", + "extra": "While under this attack, whenever you gain an Action or Treasure that you do not have a copy of on your Exile mat, you Exile the gained card.Gaining a card that you do have a copy of on your Exile mat is unaffected, and lets you discard copies from your Exile mat if you want to as usual.Other abilities that happen when you gain a card happen at the same time, and you can only put the card on your mat if it has not moved anywhere since gaining it; so you can, for example, use a Sleigh to put a gained card into your hand, then fail to put it on your Exile mat.Gatekeeper only Exiles Actions and Treasures, it does not Exile, for example, Province.It only cares about cards in Exile, it does not care how they got there.", + "name": "GateKeeper" + }, + "Hunting Lodge": { + "description": "+1 Card
+2 Actions
You may discard your hand for +5 Cards.", + "extra": "When you play this, first draw a card and get +2 Actions; then decide if you want to discard your hand (which will include the card you just drew).If you do discard your hand, draw 5 cards (which may cause you to shuffle in the discarded cards).", + "name": "Hunting Lodge" + }, + "Kiln": { + "description": "+2 Coin
The next time you play a card this turn, you may first gain a copy of it.", + "extra": "Kiln can gain any type of card, as long as the card is played directly after Kiln.It can only gain cards from the Supply.You (optionally) gain a copy of the card before following the instructions on the card.If the card is an Attack and other players want to use cards like Moat, you gain the card before they choose to use Moat or not.If you Throne Room a Kiln, you will play Kiln, play Kiln again, first gaining a Kiln (optionally), and then can still gain a copy of the next card you play after that.If the next card you play is an Action and you use a Way for it, that has no special interaction with Kiln; you still may optionally gain a copy of that card.", + "name": "Kiln" + }, + "Livery": { + "description": "+3 Coin
This turn, when you gain a card costing 4 Coin or more, gain a Horse.", + "extra": "This is cumulative; for example, if you use Mastermind to play a Livery three times, then each card you gain that turn costing 4 Coin or more will come with three Horses.Livery works on cards gained via buying them, and cards gained other ways.", + "name": "Livery" + }, + "Mastermind": { + "description": "At the start of your next turn, you may play an Action card from your hand three times.", + "extra": "Playing an Action card via this is optional. If you do play one, you resolve the card completely, then play it a second time, then play it a third time, without playing other cards in-between (unless told to by a card).Playing these Actions does not use up Action plays. For example, if you Mastermind a Bounty Hunter, you will get +3 Actions total, and be able to play 4 Action cards after that - your normal one, plus 3 more for the +3 Actions.If a Mastermind plays a Duration card, the Mastermind stays in play as long as the Duration card does.If a Mastermind plays another Mastermind, both will stay in play, and the turn after that you can play three different Action cards from your hand three times each.If you Mastermind a Horse, you will get +2 Cards and +1 Action, return the Horse to its pile, get +2 Cards and +1 Action, fail to return the Horse since you already did, and get +2 Cards and +1 Action a third time and fail to return the Horse again.", + "name": "Mastermind" + }, + "Paddock": { + "description": "+2 Coin
Gain 2 Horses.
+1 Action per empty Supply pile.", + "extra": "This only checks how many piles are empty when you play it; how many +Actions you got does not change if a pile becomes empty later in the turn (or non-empty, such as due to Ambassador from Seaside).This only counts Supply piles, not non-Supply piles like Horse.", + "name": "Paddock" + }, + "Sanctuary": { + "description": "+1 Card
+1 Action
+1 Buy
You may Exile a card from your hand.", + "extra": "Exiling a card is optional.", + "name": "Sanctuary" + }, + "Fisherman": { + "description": "+1 Card
+1 Action
+1 CoinDuring your turns, if your discard pile is empty, this costs 3 Coin less.", + "extra": "This costs 5 Coin normally, but 2 Coin whenever the player whose turn it is has an empty discard pile.If you have and two Buys with an empty discard pile, you can buy Fisherman for 2 Coin, but then you will no longer have an empty discard pile, so you cannot buy a second for 2 Coin.", + "name": "Fisherman" + }, + "Destrier": { + "description": "+2 Cards
+1 ActionDuring your turns, this costs 1 Coin less per card you've gained this turn.", + "extra": "Destrier costs 1 Coin less per card the player whose turn it is has gained that turn.For example, you could play a Sleigh to gain two Horses, then use Workshop to gain a Destrier, as it would cost 4 Coin.Destrier only cares about cards gained by the player whose turn it is; for example, playing Witch to give other players Curses will not lower its cost.", + "name": "Destrier" + }, + "Wayfarer": { + "description": "+3 Cards
You may gain a Silver.This has the same cost as the last other card gained this turn, if any.", + "extra": "Cards that lower costs, like Bridge from Intrigue, only apply to the other card, not to Wayfarer too (though they apply to Wayfarer if no other cards have been gained yet). For example, if you play Bridge, Wayfarer costs 5 Coin; if you then buy a Silver, at that point Wayfarer costs 2 Coin, the same as Silver.Wayfarer can have a cost with Potion (from Alchemy) or Debt (from Empires) in it.Buying Animal Fair via trashing an Action card changes the cost of Wayfarer to 7 Coin, Animal Fair's cost, not to trashing an Action card.If the cost of the last card gained changes after it was gained, the cost of Wayfarer changes too. For example, if you gain a Peddler when it costs 8 Coin, and then play 2 Action cards, Peddler and therefore Wayfarer both now cost 4 Coin in the Buy phase.The cost of Wayfarer can change while resolving other cards. For example, if you play Stonemason and trash a Wayfarer which costs 6 Coin, you then gain a cheaper card such as Duchy which costs 5 Coin; then you gain a second card costing less than Wayfarer which now costs 5 Coin.", + "name": "Wayfarer" + }, + "Animal Fair": { + "description": "+4 Coin
+1 Buy per empty supply pile.Instead of paying this card's cost, you may trash an Action card from your hand.", + "extra": "This only checks how many piles are empty when you play it; how many +Buys you got does not change if a pile becomes empty later in the turn (or non-empty, such as due to Ambassador from Seaside).This only counts Supply piles, not non-Supply piles like Horse.When buying this card, you can trash an Action card from your hand instead of paying 7 Coin. You can only do this if you have an Action card in hand to trash. You can do this even if you do not have 7 Coin. When buying Animal Fair this way, you spend no _ Coin, but still use up a Buy.Animal Fair still has a cost of 7 Coin, regardless of how you pay for it.In games using Shelters, you can use an opening buy on Animal Fair by trashing Necropolis.", + "name": "Animal Fair" + }, + "Horse": { + "description": "+2 Cards
+1 ActionReturn this to its pile.(This is not in the Supply.)", + "extra": "It is a one-shot non-terminal draw card, similar to Experiment from Renaissance; but unlike Experiment, it is not in the supply, and therefore can only be gained in more restricted ways.", + "name": "Horse" + }, + "Way of the Butterfly": { + "description": "You may return this to its pile to gain a card costing exactly 1 coin more than it.", + "extra": "You only gain a card if you manage to return the card to its pile. A non-Supply card (like HorseHorse.jpg) can return to its pile; a card with no pile, such as Necropolis (from Dark Ages), fails to return to its pile. The card you gain comes from the Supply, and can be any type; if there is no card in the Supply costing exactly more than the returned card, you do not gain one.", + "name": "Way of the Butterfly" + }, + "Way of the Camel": { + "description": "Exile a Gold from the Supply.", + "extra": "", + "name": "Way of the Camel" + }, + "Way of the Chameleon": { + "description": "Follow this card's instructions; each time that would give you +Cards this turn, you get +_ Coin instead, and vice-versa.", + "extra": "For example, if you play Sheepdog and use Way of the Chameleon, you will get +2 Coin instead of +2 Cards.If you play a Duration card using Way of the Chameleon, only the +_ Coin and +Cards you get that turn are affected; for example, if you play Merchant Ship (from Seaside) and use Way of the Chameleon, you will get +2 Cards this turn, but the normal +2 Coin next turn.This turns \"+Cards\" into \"+Coin\" and vice-versa, but does not change other ways to draw cards, for example, \"draw until you have 6 cards in hand.\"If the card that uses Way of the Chameleon plays another card, that card just does what it normally does (unless you use Way of the Chameleon on it as well).", + "name": "Way of the Chameleon" + }, + "Way of the Frog": { + "description": "+1 ActionWhen you discard this from play this turn, put it onto your deck.", + "extra": "", + "name": "Way of the Frog" + }, + "Way of the Goat": { + "description": "Trash a card from your hand.", + "extra": "", + "name": "Way of the Goat" + }, + "Way of the Horse": { + "description": "+2 Cards
+1 ActionReturn this to its pile.", + "extra": "The card returns to its pile, even if that is a non-Supply pile. A card with no pile, such as Necropolis (from Dark Ages), fails to return to its pile.If you use a card like Necromancer to play another card without moving it into play, and use Way of the Horse, that card does not move to its pile.Failing to return a card to a pile does not stop you from getting +2 Cards and +1 Action.", + "name": "Way of the Horse" + }, + "Way of the Mole": { + "description": "+1 Action
Discard your hand. +3 Cards.", + "extra": "You draw 3 cards even if you did not have any cards left to discard.", + "name": "Way of the Mole" + }, + "Way of the Monkey": { + "description": "+1 Buy
+1 Coin", + "extra": "", + "name": "Way of the Monkey" + }, + "Way of the Mouse": { + "description": "Play the set-aside card, leaving it there.Setup: Set aside an unused Action costing 2 Coin or 3 Coin.", + "extra": "Set aside any unused Action kingdom card costing 2 Coin or 3 Coin at the start of the game. Do any setup that that card requires.When using Way of the Mouse, you play the set-aside card, leaving it set-aside. For example, if you set aside Sleigh, then any Action card could be used to gain 2 Horses.The set-aside card cannot move itself when played, since it is not in play; for example, if the card is Embargo (from Seaside), it cannot be trashed.Text below a dividing line (other than setup) will not do anything.", + "name": "Way of the Mouse" + }, + "Way of the Mule": { + "description": "+1 Action
+1 Coin", + "extra": "", + "name": "Way of the Mule" + }, + "Way of the Otter": { + "description": "+2 Cards", + "extra": "", + "name": "Way of the Otter" + }, + "Way of the Owl": { + "description": "Draw until you have 6 cards in hand.", + "extra": "If you already have 6 or more cards in hand, you do not draw any cards.", + "name": "Way of the Owl" + }, + "Way of the Ox": { + "description": "+2 Actions", + "extra": "", + "name": "Way of the Ox" + }, + "Way of the Pig": { + "description": "+1 Card
+1 Action", + "extra": "", + "name": "Way of the Pig" + }, + "Way of the Rat": { + "description": "You may discard a Treasure to gain a copy of this.", + "extra": "This can only gain cards from the Supply.", + "name": "Way of the Rat" + }, + "Way of the Seal": { + "description": "+1 Coin
This turn, when you gain a card, you may put it onto your deck.", + "extra": "This applies to all gained cards, whether bought or otherwise gained.The card first is gained to wherever it normally would be, then you can move it onto your deck. If it moves somewhere else in-between (for example, trashing it using Watchtower from Prosperity), you cannot move it.", + "name": "Way of the Seal" + }, + "Way of the Sheep": { + "description": "+2 Coin", + "extra": "", + "name": "Way of the Sheep" + }, + "Way of the Squirrel": { + "description": "+2 Cards at the end of this turn.", + "extra": "Normally you get the two cards after drawing your hand in Clean-up. If you use this when it is not your turn (such as via Black Cat), you still draw two cards at the end of the turn.", + "name": "Way of the Squirrel" + }, + "Way of the Turtle": { + "description": "Set this aside. If you did, play it at the start of your next turn.", + "extra": "When you play the card at the start of your next turn, you can again use Way of the Turtle, delaying it another turn. You can keep doing this.Playing the card next turn does not use up an Action then. If you use a card like Throne Room to play a card twice, and then use Way of the Turtle, this does not cause the Throne Room to be set aside, or to stay in play as with Duration cards.If you use a card like Throne Room to play a card twice, and choose Way of the Turtle both times, you still only get one play at the start of your next turn, as you were not able to set it aside the second time.", + "name": "Way of the Turtle" + }, + "Way of the Worm": { + "description": "Exile an Estate from the Supply.", + "extra": "", + "name": "Way of the Worm" + }, + "Delay": { + "description": "You may set aside an Action card from your hand. At the start of your next turn, play it.", + "extra": "Once you set aside the Action card, you have to play it at the start of your next turn.If you do multiple things at the start of your turn, you can order them.Playing the Action card at the start of your next turn does not use up an Action.", + "name": "Delay" + }, + "Desperation": { + "description": "Once per turn: You may gain a Curse. If you do, +1 Buy and +2 Coin", + "extra": "If the Curse pile is empty, you fail to gain one and do not get +1 Buy and +2 Coin.", + "name": "Desperation" + }, + "Gamble": { + "description": "+1 BuyReveal the top card of your deck. If it's a Treasure or Action, you may play it. Otherwise, discard it.", + "extra": "If you don't play the card, you discard it, whether or not it's a Treasure or Action.", + "name": "Gamble" + }, + "Pursue": { + "description": "+1 BuyName a card. Reveal the top 4 cards from your deck. Put the matches back and discard the rest.", + "extra": "You can name a card that is not in the game; all four cards will be discarded.", + "name": "Pursue" + }, + "Ride": { + "description": "Gain a Horse.", + "extra": "You simply gain a Horse.", + "name": "Ride" + }, + "Toil": { + "description": "+1 BuyYou may play an Action card from your hand.", + "extra": "Playing an Action card this way does not use up an Action.", + "name": "Toil" + }, + "Enhance": { + "description": "You may trash a non-Victory card from your hand, to gain a card costing up to 2 coin more than it.", + "extra": "If you trash a card, you must gain a card costing up to 2 coin more than it.", + "name": "Enhance" + }, + "March": { + "description": "Look through your discard pile. You may play an Action card from it.", + "extra": "Normally you cannot look through your discard pile, so you cannot look to see if you want to buy March or not.Once you buy March, you look through your discard pile, and then have the option of playing an Action card from it.This does not use up an Action.", + "name": "March" + }, + "Transport": { + "description": "Choose one: Exile an Action card from the Supply; or put an Action card you have in Exile onto your deck.", + "extra": "It only matters if the card is an Action, not if the whole pile is.This can take Action cards from your Exile mat that were put there by other cards.", + "name": "Transport" + }, + "Banish": { + "description": "Exile any number of cards with the same name from your hand.", + "extra": "For example, you could Exile three Estates from your hand.", + "name": "Banish" + }, + "Bargain": { + "description": "Gain a non-Victory card costing up to 5 coin. Each other player gains a Horse.", + "extra": "The other players gain their Horses in turn order.They cannot decline to gain one.", + "name": "Bargain" + }, + "Invest": { + "description": "Exile an Action card from the Supply. While it's in Exile, when another player gains or Invests in a copy of it, +2 Cards.", + "extra": "It only matters if the card you Exile is an Action, not if the whole pile is.While the card is Exiled, you draw 2 cards each time another player gains a copy of it, or uses Invest to Exile a copy of it.This is not optional.This is cumulative; if you Invest twice in the same card, you will get +4 Cards each time someone else gains a copy or Invests in it.If the game has another way to Exile cards, keep the Invested ones separate from the other ones; for example, you can put them half under the mat.Those other Exiled cards were not Invested and do not draw you cards.Cards Exiled with Invest can be discarded from the mat in the normal way, by gaining another copy of the card; then you will no longer draw cards for players gaining/Investing in them.", + "name": "Invest" + }, + "Seize the Day": { + "description": "Once per game: Take an extra turn after this one.", + "extra": "The extra turn is like a normal turn, except that it does not count for the tiebreaker.", + "name": "Seize the Day" + }, + "Commerce": { + "description": "Gain a Gold per differently named card you've gained this turn.", + "extra": "First count how many differently named cards you have gained this turn, then gain that many Golds. For example, if you have gained two Province, a Silver, and a Horse, you would gain three Golds.", + "name": "Commerce" + }, + "Demand": { + "description": "Gain a Horse and a card costing up to 4 coin, both onto your deck.", + "extra": "The Horse goes on top first, then the card costing up to 4 coin does.", + "name": "Demand" + }, + "Stampede": { + "description": "If you have 5 or fewer cards in play, gain 5 Horses onto your deck.", + "extra": "It does not matter how many cards you played that turn, only how many you have in play when buying Stampede. If there are fewer than 5 Horses left in the pile, just gain as many as you can.", + "name": "Stampede" + }, + "Reap": { + "description": "Gain a Gold. Set it aside. If you do, at the start of your next turn, play it.", + "extra": "This means you will start your next turn with a Gold in play and +3 Coin from it.You discard the Gold that turn as normal.If multiple things happen at the start of your turn, you can order them.This does not skip your Action phase.", + "name": "Reap" + }, + "Enclave": { + "description": "Gain a Gold. Exile a Duchy from the Supply.", + "extra": "The Duchy goes directly from the Duchy pile to your Exile mat.", + "name": "Enclave" + }, + "Alliance": { + "description": "Gain a Province, a Duchy, an Estate, a Gold, a Silver, and a Copper.", + "extra": "You gain each of those cards that is present in the Supply; you cannot choose not to gain one. You gain them in the order listed.", + "name": "Alliance" + }, + "Populate": { + "description": "Gain one card from each Action Supply pile.", + "extra": "You gain the top card from each Action pile in the Supply; you do not gain non-supply cards like Horse, or non-Action cards like Stockpile.If there are different cards in an Action pile, like the Knights (from Dark Ages), you just get the top one.If a pile is empty, you do not gain one of those.You choose the order to gain the cards, which sometimes matters; normally you can pick up a card from each pile and then choose what order to gain them in.For piles with different cards, the pile is an Action pile if the randomizer is an Action; so, Castles (from Empires) are not one.If you gain Cavalry or Villa (from Empires) with Populate, you return to your Action phase right then, but still finish gaining cards from Populate before doing more things.", + "name": "Populate" + }, + "menagerie ways": { + "description": "Ways are a landscape that provide alternate ways to play Action cards. When you play an Action card, instead of doing what is printed on the Action card, you may do what is printed on a Way being used in that game.Ways are not Kingdom cards, and cannot be bought. Including one or more Ways in a game does not count 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.", + "extra": "Each Way gives Action cards an additional option: you can play the Action for what it normally does, or play it to do what the Way says 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 have Way of the Sheep in a game, which says \"+2 Coin,\" then you could play a Horse and choose to get +2 Coin; if you did so, you would not get +2 Cards and +1 Action, and would not return the Horse to its pile. Ways are not Kingdom cards, and cannot be bought; they sit on the table modifying the game rules. Text below a dividing line is 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, you get +2 Coin, and then while Highway is in play, its ability makes 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 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 the Market aside. Enchantress from Empires also changes what an Action card does when played. If you are affected by Enchantress, 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 played at an unusual time, like Sheepdog, it can still be used as a 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 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.", + "name": "Ways - Menagerie" + }, + "menagerie events": { + "description": "Events are not Kingdom cards. In a player's Buy phase, when the player can buy a card, the player can buy an Event instead. Buying an Event means paying the cost indicated on the Event and then doing the effect of the Event. The Event just stays on the table, the player does not take it; there is no way for a player to gain one or end up with one in his deck. Buying an Event uses up a Buy; normally a player can either buy a card, or buy an Event. A player with two Buys, such as after playing Ranger, could buy two cards, or buy two Events, or buy a card and an Event (in either 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.", + "extra": "Events are special on-buy effects not attached to cards. Players can buy Events during their Buy phase to trigger whatever the effect of the Event is, as an alternative to (or in addition to) buying cards from the supply.Events are not Kingdom cards; including one or more Events in a game does not count toward the 10 Kingdom card piles the supply includes. In fact, Events are not considered \"cards\" at all. Any text referring to a \"card\" (such as instructions to \"name a card\", or cost reducers changing the cost of cards) does not apply to Events. However, for reference, the Event effects and costs are printed on cards in a landscape orientation with silver frames.Any number of Events may be used in a game, but the recommendation is to not use more than 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.", + "name": "Events - Menagerie" + }, + "ways": { + "description": "Ways are a landscape that provide alternate ways to play Action cards. When you play an Action card, instead of doing what is printed on the Action card, you may do what is printed on a Way being used in that game.Ways are not Kingdom cards, and cannot be bought. Including one or more Ways in a game does not count 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.", + "extra": "Each Way gives Action cards an additional option: you can play the Action for what it normally does, or play it to do what the Way says 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 have Way of the Sheep in a game, which says \"+2 Coin,\" then you could play a Horse and choose to get +2 Coin; if you did so, you would not get +2 Cards and +1 Action, and would not return the Horse to its pile. Ways are not Kingdom cards, and cannot be bought; they sit on the table modifying the game rules. Text below a dividing line is 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, you get +2 Coin, and then while Highway is in play, its ability makes 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 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 the Market aside. Enchantress from Empires also changes what an Action card does when played. If you are affected by Enchantress, 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 played at an unusual time, like Sheepdog, it can still be used as a 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 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.", + "name": "Ways - All" } } diff --git a/card_db_src/en_us/sets_en_us.json b/card_db_src/en_us/sets_en_us.json index 7b1fe7ba..d0a4c882 100644 --- a/card_db_src/en_us/sets_en_us.json +++ b/card_db_src/en_us/sets_en_us.json @@ -105,6 +105,16 @@ "short_name": "Intrigue", "text_icon": "I2" }, + "menagerie": { + "set_name": "Menagerie", + "set_text": "Dominion, that’s what you’re trying to achieve. This time with animals! They each have a lesson to teach, whether it’s how to spit really far, or what kind of grass tastes the best. It’s a lot to keep track of, but you’re like an elephant: you remember everything. And you’re afraid of mice. You’ve taken up riding. Horses are intimidating; they say you can lead a horse to water, but you haven’t managed it. So you’re working your way up, starting with dogs. So far so good; the dog hasn’t bucked you off yet. Your menagerie got off to a poor start, with just a goat, two rats, and the advisor who suggested starting a menagerie. You couldn’t get that fox you wanted, but it was probably bad anyway. Now you’ve got some camels, which are just as useless for sewing as you’d been warned, and a turtle that can hold its breath for longer than anyone can stay interested. Soon the animal kingdom will be yours.\nThis is the 13th expansion to Dominion. It has 400 cards, with 30 new Kingdom cards. There are Horses that save a draw for later, Exile mats that cards can be sent to and rescued from, and Ways that give Actions another option. Events return.", + "text_icon": "M" + }, + "menagerie extras": { + "set_name": "Menagerie Extras", + "set_text": "", + "text_icon": "M" + }, "nocturne": { "set_name": "Nocturne", "set_text": "You've always been a night person; lately you've even considered becoming a vampire. There are a lot of advantages: you don't age; you don't have to see yourself in mirrors anymore; if someone asks you to do something, you can just turn into a bat, and then say, sorry, I'm a bat. There are probably some downsides though. You always think of the statue in the town square that came to life and now works as the tavern barmaid. The pedestal came to life too, so she has to hop around. The village blacksmith turns into a wolf whenever there's a full moon; when there's a crescent moon, he turns into a chihuahua. That's how this stuff goes sometimes. Still, when you breathe in the night air, you feel ready for anything.\nDominion: Nocturne, the 11th expansion to Dominion, has 500 cards, with 33 new Kingdom cards. There are Night cards, which are played after the Buy phase; Heirlooms that replace starting Coppers; Fate and Doom cards that give out Boons and Hexes; and a variety of extra cards that other cards can provide.", diff --git a/card_db_src/en_us/types_en_us.json b/card_db_src/en_us/types_en_us.json index 2a31d6c1..6ce53509 100644 --- a/card_db_src/en_us/types_en_us.json +++ b/card_db_src/en_us/types_en_us.json @@ -35,5 +35,7 @@ "Traveller": "Traveller", "Treasure": "Treasure", "Victory": "Victory", + "Way": "Way", + "Ways": "Ways", "Zombie": "Zombie" } diff --git a/card_db_src/sets_db.json b/card_db_src/sets_db.json index e2fbaf19..a39e20fd 100644 --- a/card_db_src/sets_db.json +++ b/card_db_src/sets_db.json @@ -207,6 +207,27 @@ "set_text": "", "text_icon": "*" }, + "menagerie": { + "edition": [ + "1", + "latest" + ], + "image": "menagerie_set.png", + "set_name": "*menagerie*", + "set_text": "", + "text_icon": "*" + }, + "menagerie extras": { + "edition": [ + "1", + "latest" + ], + "image": "menagerie_set.png", + "no_randomizer": true, + "set_name": "*menagerie extras*", + "set_text": "", + "text_icon": "*" + }, "nocturne": { "edition": [ "1", diff --git a/card_db_src/types_db.json b/card_db_src/types_db.json index de27d789..4d22cf7e 100644 --- a/card_db_src/types_db.json +++ b/card_db_src/types_db.json @@ -74,6 +74,17 @@ "tabCostHeightOffset": -1, "tabTextHeightOffset": 0 }, + { + "card_type": [ + "Action", + "Attack", + "Reaction" + ], + "card_type_image": "reaction.png", + "defaultCardCount": 10, + "tabCostHeightOffset": -1, + "tabTextHeightOffset": 0 + }, { "card_type": [ "Action", @@ -105,6 +116,17 @@ "tabCostHeightOffset": -1, "tabTextHeightOffset": 0 }, + { + "card_type": [ + "Action", + "Duration", + "Attack" + ], + "card_type_image": "duration.png", + "defaultCardCount": 10, + "tabCostHeightOffset": -1, + "tabTextHeightOffset": 0 + }, { "card_type": [ "Action", @@ -619,5 +641,23 @@ "defaultCardCount": 6, "tabCostHeightOffset": -1, "tabTextHeightOffset": 0 + }, + { + "card_type": [ + "Way" + ], + "card_type_image": "way.png", + "defaultCardCount": 1, + "tabCostHeightOffset": -1, + "tabTextHeightOffset": 0 + }, + { + "card_type": [ + "Ways" + ], + "card_type_image": "way.png", + "defaultCardCount": 0, + "tabCostHeightOffset": -1, + "tabTextHeightOffset": 0 } ] diff --git a/src/domdiv/card_db/cards_db.json b/src/domdiv/card_db/cards_db.json index 7b0346ea..2c779e59 100644 --- a/src/domdiv/card_db/cards_db.json +++ b/src/domdiv/card_db/cards_db.json @@ -3528,6 +3528,851 @@ "Action" ] }, + { + "card_tag": "Alliance", + "cardset_tags": [ + "menagerie" + ], + "cost": "10", + "types": [ + "Event" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie events" + }, + { + "card_tag": "Animal Fair", + "cardset_tags": [ + "menagerie" + ], + "cost": "7*", + "types": [ + "Action" + ] + }, + { + "card_tag": "Banish", + "cardset_tags": [ + "menagerie" + ], + "cost": "4", + "types": [ + "Event" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie events" + }, + { + "card_tag": "Bargain", + "cardset_tags": [ + "menagerie" + ], + "cost": "4", + "types": [ + "Event" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie events" + }, + { + "card_tag": "Barge", + "cardset_tags": [ + "menagerie" + ], + "cost": "5", + "types": [ + "Action", + "Duration" + ] + }, + { + "card_tag": "Black Cat", + "cardset_tags": [ + "menagerie" + ], + "cost": "2", + "types": [ + "Action", + "Attack", + "Reaction" + ] + }, + { + "card_tag": "Bounty Hunter", + "cardset_tags": [ + "menagerie" + ], + "cost": "4", + "types": [ + "Action" + ] + }, + { + "card_tag": "Camel Train", + "cardset_tags": [ + "menagerie" + ], + "cost": "3", + "types": [ + "Action" + ] + }, + { + "card_tag": "Cardinal", + "cardset_tags": [ + "menagerie" + ], + "cost": "4", + "types": [ + "Action", + "Attack" + ] + }, + { + "card_tag": "Cavalry", + "cardset_tags": [ + "menagerie" + ], + "cost": "4", + "types": [ + "Action" + ] + }, + { + "card_tag": "Commerce", + "cardset_tags": [ + "menagerie" + ], + "cost": "5", + "types": [ + "Event" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie events" + }, + { + "card_tag": "Coven", + "cardset_tags": [ + "menagerie" + ], + "cost": "5", + "types": [ + "Action", + "Attack" + ] + }, + { + "card_tag": "Delay", + "cardset_tags": [ + "menagerie" + ], + "cost": "0", + "types": [ + "Event" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie events" + }, + { + "card_tag": "Demand", + "cardset_tags": [ + "menagerie" + ], + "cost": "5", + "types": [ + "Event" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie events" + }, + { + "card_tag": "Desperation", + "cardset_tags": [ + "menagerie" + ], + "cost": "0", + "types": [ + "Event" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie events" + }, + { + "card_tag": "Destrier", + "cardset_tags": [ + "menagerie" + ], + "cost": "6*", + "types": [ + "Action" + ] + }, + { + "card_tag": "Displace", + "cardset_tags": [ + "menagerie" + ], + "cost": "5", + "types": [ + "Action" + ] + }, + { + "card_tag": "Enclave", + "cardset_tags": [ + "menagerie" + ], + "cost": "8", + "types": [ + "Event" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie events" + }, + { + "card_tag": "Enhance", + "cardset_tags": [ + "menagerie" + ], + "cost": "3", + "types": [ + "Event" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie events" + }, + { + "card_tag": "Falconer", + "cardset_tags": [ + "menagerie" + ], + "cost": "5", + "types": [ + "Action", + "Reaction" + ] + }, + { + "card_tag": "Fisherman", + "cardset_tags": [ + "menagerie" + ], + "cost": "5*", + "types": [ + "Action" + ] + }, + { + "card_tag": "Gamble", + "cardset_tags": [ + "menagerie" + ], + "cost": "2", + "types": [ + "Event" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie events" + }, + { + "card_tag": "GateKeeper", + "cardset_tags": [ + "menagerie" + ], + "cost": "5", + "types": [ + "Action", + "Duration", + "Attack" + ] + }, + { + "card_tag": "Goatheard", + "cardset_tags": [ + "menagerie" + ], + "cost": "3", + "types": [ + "Action" + ] + }, + { + "card_tag": "Groom", + "cardset_tags": [ + "menagerie" + ], + "cost": "4", + "types": [ + "Action" + ] + }, + { + "card_tag": "Horse", + "cardset_tags": [ + "menagerie" + ], + "cost": "3*", + "types": [ + "Action" + ], + "randomizer": false, + "count": "30" + }, + { + "card_tag": "Hostelry", + "cardset_tags": [ + "menagerie" + ], + "cost": "4", + "types": [ + "Action" + ] + }, + { + "card_tag": "Hunting Lodge", + "cardset_tags": [ + "menagerie" + ], + "cost": "5", + "types": [ + "Action" + ] + }, + { + "card_tag": "Invest", + "cardset_tags": [ + "menagerie" + ], + "cost": "4", + "types": [ + "Event" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie events" + }, + { + "card_tag": "Kiln", + "cardset_tags": [ + "menagerie" + ], + "cost": "5", + "types": [ + "Action" + ] + }, + { + "card_tag": "Livery", + "cardset_tags": [ + "menagerie" + ], + "cost": "5", + "types": [ + "Action" + ] + }, + { + "card_tag": "March", + "cardset_tags": [ + "menagerie" + ], + "cost": "3", + "types": [ + "Event" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie events" + }, + { + "card_tag": "Mastermind", + "cardset_tags": [ + "menagerie" + ], + "cost": "5", + "types": [ + "Action", + "Duration" + ] + }, + { + "card_tag": "Paddock", + "cardset_tags": [ + "menagerie" + ], + "cost": "5", + "types": [ + "Action" + ] + }, + { + "card_tag": "Populate", + "cardset_tags": [ + "menagerie" + ], + "cost": "10", + "types": [ + "Event" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie events" + }, + { + "card_tag": "Pursue", + "cardset_tags": [ + "menagerie" + ], + "cost": "2", + "types": [ + "Event" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie events" + }, + { + "card_tag": "Reap", + "cardset_tags": [ + "menagerie" + ], + "cost": "7", + "types": [ + "Event" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie events" + }, + { + "card_tag": "Ride", + "cardset_tags": [ + "menagerie" + ], + "cost": "2", + "types": [ + "Event" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie events" + }, + { + "card_tag": "Sanctuary", + "cardset_tags": [ + "menagerie" + ], + "cost": "5", + "types": [ + "Action" + ] + }, + { + "card_tag": "Scrap", + "cardset_tags": [ + "menagerie" + ], + "cost": "3", + "types": [ + "Action" + ] + }, + { + "card_tag": "Seize the Day", + "cardset_tags": [ + "menagerie" + ], + "cost": "4", + "types": [ + "Event" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie events" + }, + { + "card_tag": "Sheepdog", + "cardset_tags": [ + "menagerie" + ], + "cost": "3", + "types": [ + "Action", + "Reaction" + ] + }, + { + "card_tag": "Sleigh", + "cardset_tags": [ + "menagerie" + ], + "cost": "2", + "types": [ + "Action", + "Reaction" + ] + }, + { + "card_tag": "Snowy Village", + "cardset_tags": [ + "menagerie" + ], + "cost": "3", + "types": [ + "Action" + ] + }, + { + "card_tag": "Stampede", + "cardset_tags": [ + "menagerie" + ], + "cost": "5", + "types": [ + "Event" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie events" + }, + { + "card_tag": "Stockpile", + "cardset_tags": [ + "menagerie" + ], + "cost": "3", + "types": [ + "Treasure" + ] + }, + { + "card_tag": "Supplies", + "cardset_tags": [ + "menagerie" + ], + "cost": "2", + "types": [ + "Treasure" + ] + }, + { + "card_tag": "Toil", + "cardset_tags": [ + "menagerie" + ], + "cost": "2", + "types": [ + "Event" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie events" + }, + { + "card_tag": "Transport", + "cardset_tags": [ + "menagerie" + ], + "cost": "3", + "types": [ + "Event" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie events" + }, + { + "card_tag": "Village Green", + "cardset_tags": [ + "menagerie" + ], + "cost": "4", + "types": [ + "Action", + "Duration", + "Reaction" + ] + }, + { + "card_tag": "Way of the Butterfly", + "cardset_tags": [ + "menagerie" + ], + "cost": "", + "types": [ + "Way" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie ways" + }, + { + "card_tag": "Way of the Camel", + "cardset_tags": [ + "menagerie" + ], + "cost": "", + "types": [ + "Way" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie ways" + }, + { + "card_tag": "Way of the Chameleon", + "cardset_tags": [ + "menagerie" + ], + "cost": "", + "types": [ + "Way" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie ways" + }, + { + "card_tag": "Way of the Frog", + "cardset_tags": [ + "menagerie" + ], + "cost": "", + "types": [ + "Way" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie ways" + }, + { + "card_tag": "Way of the Goat", + "cardset_tags": [ + "menagerie" + ], + "cost": "", + "types": [ + "Way" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie ways" + }, + { + "card_tag": "Way of the Horse", + "cardset_tags": [ + "menagerie" + ], + "cost": "", + "types": [ + "Way" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie ways" + }, + { + "card_tag": "Way of the Mole", + "cardset_tags": [ + "menagerie" + ], + "cost": "", + "types": [ + "Way" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie ways" + }, + { + "card_tag": "Way of the Monkey", + "cardset_tags": [ + "menagerie" + ], + "cost": "", + "types": [ + "Way" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie ways" + }, + { + "card_tag": "Way of the Mouse", + "cardset_tags": [ + "menagerie" + ], + "cost": "", + "types": [ + "Way" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie ways" + }, + { + "card_tag": "Way of the Mule", + "cardset_tags": [ + "menagerie" + ], + "cost": "", + "types": [ + "Way" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie ways" + }, + { + "card_tag": "Way of the Otter", + "cardset_tags": [ + "menagerie" + ], + "cost": "", + "types": [ + "Way" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie ways" + }, + { + "card_tag": "Way of the Owl", + "cardset_tags": [ + "menagerie" + ], + "cost": "", + "types": [ + "Way" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie ways" + }, + { + "card_tag": "Way of the Ox", + "cardset_tags": [ + "menagerie" + ], + "cost": "", + "types": [ + "Way" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie ways" + }, + { + "card_tag": "Way of the Pig", + "cardset_tags": [ + "menagerie" + ], + "cost": "", + "types": [ + "Way" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie ways" + }, + { + "card_tag": "Way of the Rat", + "cardset_tags": [ + "menagerie" + ], + "cost": "", + "types": [ + "Way" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie ways" + }, + { + "card_tag": "Way of the Seal", + "cardset_tags": [ + "menagerie" + ], + "cost": "", + "types": [ + "Way" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie ways" + }, + { + "card_tag": "Way of the Sheep", + "cardset_tags": [ + "menagerie" + ], + "cost": "", + "types": [ + "Way" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie ways" + }, + { + "card_tag": "Way of the Squirrel", + "cardset_tags": [ + "menagerie" + ], + "cost": "", + "types": [ + "Way" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie ways" + }, + { + "card_tag": "Way of the Turtle", + "cardset_tags": [ + "menagerie" + ], + "cost": "", + "types": [ + "Way" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie ways" + }, + { + "card_tag": "Way of the Worm", + "cardset_tags": [ + "menagerie" + ], + "cost": "", + "types": [ + "Way" + ], + "randomizer": false, + "count": "1", + "group_tag": "menagerie ways" + }, + { + "card_tag": "Wayfarer", + "cardset_tags": [ + "menagerie" + ], + "cost": "6*", + "types": [ + "Action" + ] + }, { "card_tag": "Bad Omens", "cardset_tags": [ diff --git a/src/domdiv/card_db/cz/cards_cz.json b/src/domdiv/card_db/cz/cards_cz.json index 3b1b4868..cd09ae60 100644 --- a/src/domdiv/card_db/cz/cards_cz.json +++ b/src/domdiv/card_db/cz/cards_cz.json @@ -1554,6 +1554,361 @@ "extra": "First draw 2 cards and get +1 Action; then put a card from your hand anywhere in your deck.The card can be one you just drew or any other card from your hand.It can go on top of your deck, on the bottom, or anywhere in-between; you can count out a specific place to put it, e.g. four cards down.If there are no cards left in your deck, the card put back becomes the only card in your deck.Where you put the card is public knowledge.You don't have to put the card into a specific spot, you can just shove it into your deck if you want.", "name": "Secret Passage" }, + "Alliance": { + "description": "Gain a Province, a Duchy, an Estate, a Gold, a Silver, and a Copper.", + "extra": "You gain each of those cards that is present in the Supply; you cannot choose not to gain one. You gain them in the order listed.", + "name": "Alliance" + }, + "Animal Fair": { + "description": "+4 Coin
+1 Buy per empty supply pile.Instead of paying this card's cost, you may trash an Action card from your hand.", + "extra": "This only checks how many piles are empty when you play it; how many +Buys you got does not change if a pile becomes empty later in the turn (or non-empty, such as due to Ambassador from Seaside).This only counts Supply piles, not non-Supply piles like Horse.When buying this card, you can trash an Action card from your hand instead of paying 7 Coin. You can only do this if you have an Action card in hand to trash. You can do this even if you do not have 7 Coin. When buying Animal Fair this way, you spend no _ Coin, but still use up a Buy.Animal Fair still has a cost of 7 Coin, regardless of how you pay for it.In games using Shelters, you can use an opening buy on Animal Fair by trashing Necropolis.", + "name": "Animal Fair" + }, + "Banish": { + "description": "Exile any number of cards with the same name from your hand.", + "extra": "For example, you could Exile three Estates from your hand.", + "name": "Banish" + }, + "Bargain": { + "description": "Gain a non-Victory card costing up to 5 coin. Each other player gains a Horse.", + "extra": "The other players gain their Horses in turn order.They cannot decline to gain one.", + "name": "Bargain" + }, + "Barge": { + "description": "Either now or at the start of your next turn,+3 Cards and +1 Buy.", + "extra": "When playing Barge, choose whether to take +3 Cards and +1 Buy immediately, or at the start of your next turn.If you choose \"immediately,\" Barge will be discarded in the same turn's Clean-up; if you choose \"next turn,\" Barge will be discarded that turn.If you play a Barge multiple times, such as with Mastermind, you choose each time whether to take +3 Cards and +1 Buy immediately or next turn, and the Barge only stays in play until next turn if at least one of the plays was for next turn (in which case the Mastermind also stays in play).", + "name": "Barge" + }, + "Black Cat": { + "description": "+2 CardsIf it isn't your turn, each other player gains a Curse.When another player gains a Victory card, you may play this from your hand.", + "extra": "When you play this on your turn, you draw 2 cards.When you play it on another player's turn - normally only possible via its reaction - you draw 2 cards, and then everyone else gains a Curse, in turn order starting with the player whose turn it is.When anyone else gains a Victory card - whether or not it is your turn - you may play this from your hand.", + "name": "Black Cat" + }, + "Bounty Hunter": { + "description": "+1 Action
Exile a card from your hand.If you didn't have a copy of it in Exile, +3 Coin.", + "extra": "First you get +1 Action and Exile a card from your hand; this is not optional.Then if that is the only copy of that card that you have in Exile, you get +3 Coin.If you can't Exile a card, you don't get +3 Coin.", + "name": "Bounty Hunter" + }, + "Camel Train": { + "description": "Exile a non-Victory card from the Supply.When you gain this, Exile a Gold from the Supply.", + "extra": "When you play this, you Exile a non-Victory card from the Supply; when you gain this, you Exile a Gold from the Supply.The Exiled cards are not available for use until discarded from the Exile mat.", + "name": "Camel Train" + }, + "Cardinal": { + "description": "+2 Coin
Each other player reveals the top 2 cards of their deck, Exiles one costing from 3 Coin to 6 Coin, and discards the rest.", + "extra": "If an attacked player reveals two cards each costing from 3 Coin to 6 Coin, that player chooses which card they Exile.", + "name": "Cardinal" + }, + "Cavalry": { + "description": "Gain 2 Horses.When you gain this, +2 Cards, +1 Buy, and if it's your Buy phase return to your Action phase.", + "extra": "When you gain Cavalry in your Buy phase, you get +2 Cards, +1 Buy, and return to your Action phase.When you gain Cavalry in a different phase or during another player's turn, you get +2 Cards and +1 Buy.+1 Buy is not useful if it is not your turn.This ability of Cavalry is not playing the Cavalry, and does not put Cavalry into play.Returning to your Action phase does not cause \"start of turn\" abilities to repeat; however when your Buy phase happens again after that, \"start of your Buy phase\" abilities can repeat.Returning to your Action phase does not give you any +Actions; you have left however many you already had left.", + "name": "Cavalry" + }, + "Commerce": { + "description": "Gain a Gold per differently named card you've gained this turn.", + "extra": "First count how many differently named cards you have gained this turn, then gain that many Golds. For example, if you have gained two Province, a Silver, and a Horse, you would gain three Golds.", + "name": "Commerce" + }, + "Coven": { + "description": "+1 Action
+2 Coin
Each other player Exiles a Curse from the Supply. If they can't, they discard their Exiled Curses.", + "extra": "Curses are Exiled in turn order; it may be that one player Exiles a Curse while another discards the Curses from their mat.", + "name": "Coven" + }, + "Delay": { + "description": "You may set aside an Action card from your hand. At the start of your next turn, play it.", + "extra": "Once you set aside the Action card, you have to play it at the start of your next turn.If you do multiple things at the start of your turn, you can order them.Playing the Action card at the start of your next turn does not use up an Action.", + "name": "Delay" + }, + "Demand": { + "description": "Gain a Horse and a card costing up to 4 coin, both onto your deck.", + "extra": "The Horse goes on top first, then the card costing up to 4 coin does.", + "name": "Demand" + }, + "Desperation": { + "description": "Once per turn: You may gain a Curse. If you do, +1 Buy and +2 Coin", + "extra": "If the Curse pile is empty, you fail to gain one and do not get +1 Buy and +2 Coin.", + "name": "Desperation" + }, + "Destrier": { + "description": "+2 Cards
+1 ActionDuring your turns, this costs 1 Coin less per card you've gained this turn.", + "extra": "Destrier costs 1 Coin less per card the player whose turn it is has gained that turn.For example, you could play a Sleigh to gain two Horses, then use Workshop to gain a Destrier, as it would cost 4 Coin.Destrier only cares about cards gained by the player whose turn it is; for example, playing Witch to give other players Curses will not lower its cost.", + "name": "Destrier" + }, + "Displace": { + "description": "Exile a card from your hand. Gain a differently named card costing up to 2 Coin more than it.", + "extra": "The card you gain does not have to cost more than the card you Exiled.For example, you could Exile a Province and gain a Gold.", + "name": "Displace" + }, + "Enclave": { + "description": "Gain a Gold. Exile a Duchy from the Supply.", + "extra": "The Duchy goes directly from the Duchy pile to your Exile mat.", + "name": "Enclave" + }, + "Enhance": { + "description": "You may trash a non-Victory card from your hand, to gain a card costing up to 2 coin more than it.", + "extra": "If you trash a card, you must gain a card costing up to 2 coin more than it.", + "name": "Enhance" + }, + "Falconer": { + "description": "Gain a card to your hand costing less than this.When any player gains a card with 2 or more types (Action, Attack, etc.), you may play this from your hand.", + "extra": "This can only gain cards from the Supply.You can react with this to any gained card with 2 or more types; it can be a card that was bought, or a card gained some other way, such as via a Falconer.You can do this regardless of who gained the card - you or anyone else - and regardless of whose turn it is.The types are the words on the bottom line – including Action, Attack, Curse, Duration, Reaction, Treasure, and Victory (with more in other expansions).If you gain a Falconer to your hand - such as via Artisan - you can react to that gain and play it, since it has two types.", + "name": "Falconer" + }, + "Fisherman": { + "description": "+1 Card
+1 Action
+1 CoinDuring your turns, if your discard pile is empty, this costs 3 Coin less.", + "extra": "This costs 5 Coin normally, but 2 Coin whenever the player whose turn it is has an empty discard pile.If you have and two Buys with an empty discard pile, you can buy Fisherman for 2 Coin, but then you will no longer have an empty discard pile, so you cannot buy a second for 2 Coin.", + "name": "Fisherman" + }, + "Gamble": { + "description": "+1 BuyReveal the top card of your deck. If it's a Treasure or Action, you may play it. Otherwise, discard it.", + "extra": "If you don't play the card, you discard it, whether or not it's a Treasure or Action.", + "name": "Gamble" + }, + "GateKeeper": { + "description": "At the start of your next turn, +3 Coin. Until then, when another player gains an Action or Treasure card they don't have an Exiled copy of, they Exile it.", + "extra": "While under this attack, whenever you gain an Action or Treasure that you do not have a copy of on your Exile mat, you Exile the gained card.Gaining a card that you do have a copy of on your Exile mat is unaffected, and lets you discard copies from your Exile mat if you want to as usual.Other abilities that happen when you gain a card happen at the same time, and you can only put the card on your mat if it has not moved anywhere since gaining it; so you can, for example, use a Sleigh to put a gained card into your hand, then fail to put it on your Exile mat.Gatekeeper only Exiles Actions and Treasures, it does not Exile, for example, Province.It only cares about cards in Exile, it does not care how they got there.", + "name": "GateKeeper" + }, + "Goatheard": { + "description": "+1 ActionYou may trash a card from your hand.+1 Card per card the player to your right trashed on their last turn.", + "extra": "You draw cards even if you did not trash a card.One way to keep count of the number of cards trashed is to put them on the trash sideways.", + "name": "Goatheard" + }, + "Groom": { + "description": "Gain a card costing up to 4 Coin If it's an...Action card, gain a Horse;Treasure card, gain a Silver;Victory card, +1 Card and +1 Action.", + "extra": "First gain a card, then apply the bonuses in the order listed.A card can give you multiple bonuses; for example, if you gain a Mill (from Intrigue), you gain a Horse and then get +1 Card and +1 Action.", + "name": "Groom" + }, + "Horse": { + "description": "+2 Cards
+1 ActionReturn this to its pile.(This is not in the Supply.)", + "extra": "It is a one-shot non-terminal draw card, similar to Experiment from Renaissance; but unlike Experiment, it is not in the supply, and therefore can only be gained in more restricted ways.", + "name": "Horse" + }, + "Hostelry": { + "description": "+1 Card
+2 ActionsWhen you gain this, you may discard any number of Treasures, revealed, to gain that many Horses.", + "extra": "When you gain this, you may discard any number of Treasure cards from your hand, to gain that many Horses from their pile.Reveal the discarded Treasure cards.You do not have to discard anything, and cannot discard anything but Treasures.", + "name": "Hostelry" + }, + "Hunting Lodge": { + "description": "+1 Card
+2 Actions
You may discard your hand for +5 Cards.", + "extra": "When you play this, first draw a card and get +2 Actions; then decide if you want to discard your hand (which will include the card you just drew).If you do discard your hand, draw 5 cards (which may cause you to shuffle in the discarded cards).", + "name": "Hunting Lodge" + }, + "Invest": { + "description": "Exile an Action card from the Supply. While it's in Exile, when another player gains or Invests in a copy of it, +2 Cards.", + "extra": "It only matters if the card you Exile is an Action, not if the whole pile is.While the card is Exiled, you draw 2 cards each time another player gains a copy of it, or uses Invest to Exile a copy of it.This is not optional.This is cumulative; if you Invest twice in the same card, you will get +4 Cards each time someone else gains a copy or Invests in it.If the game has another way to Exile cards, keep the Invested ones separate from the other ones; for example, you can put them half under the mat.Those other Exiled cards were not Invested and do not draw you cards.Cards Exiled with Invest can be discarded from the mat in the normal way, by gaining another copy of the card; then you will no longer draw cards for players gaining/Investing in them.", + "name": "Invest" + }, + "Kiln": { + "description": "+2 Coin
The next time you play a card this turn, you may first gain a copy of it.", + "extra": "Kiln can gain any type of card, as long as the card is played directly after Kiln.It can only gain cards from the Supply.You (optionally) gain a copy of the card before following the instructions on the card.If the card is an Attack and other players want to use cards like Moat, you gain the card before they choose to use Moat or not.If you Throne Room a Kiln, you will play Kiln, play Kiln again, first gaining a Kiln (optionally), and then can still gain a copy of the next card you play after that.If the next card you play is an Action and you use a Way for it, that has no special interaction with Kiln; you still may optionally gain a copy of that card.", + "name": "Kiln" + }, + "Livery": { + "description": "+3 Coin
This turn, when you gain a card costing 4 Coin or more, gain a Horse.", + "extra": "This is cumulative; for example, if you use Mastermind to play a Livery three times, then each card you gain that turn costing 4 Coin or more will come with three Horses.Livery works on cards gained via buying them, and cards gained other ways.", + "name": "Livery" + }, + "March": { + "description": "Look through your discard pile. You may play an Action card from it.", + "extra": "Normally you cannot look through your discard pile, so you cannot look to see if you want to buy March or not.Once you buy March, you look through your discard pile, and then have the option of playing an Action card from it.This does not use up an Action.", + "name": "March" + }, + "Mastermind": { + "description": "At the start of your next turn, you may play an Action card from your hand three times.", + "extra": "Playing an Action card via this is optional. If you do play one, you resolve the card completely, then play it a second time, then play it a third time, without playing other cards in-between (unless told to by a card).Playing these Actions does not use up Action plays. For example, if you Mastermind a Bounty Hunter, you will get +3 Actions total, and be able to play 4 Action cards after that - your normal one, plus 3 more for the +3 Actions.If a Mastermind plays a Duration card, the Mastermind stays in play as long as the Duration card does.If a Mastermind plays another Mastermind, both will stay in play, and the turn after that you can play three different Action cards from your hand three times each.If you Mastermind a Horse, you will get +2 Cards and +1 Action, return the Horse to its pile, get +2 Cards and +1 Action, fail to return the Horse since you already did, and get +2 Cards and +1 Action a third time and fail to return the Horse again.", + "name": "Mastermind" + }, + "Paddock": { + "description": "+2 Coin
Gain 2 Horses.
+1 Action per empty Supply pile.", + "extra": "This only checks how many piles are empty when you play it; how many +Actions you got does not change if a pile becomes empty later in the turn (or non-empty, such as due to Ambassador from Seaside).This only counts Supply piles, not non-Supply piles like Horse.", + "name": "Paddock" + }, + "Populate": { + "description": "Gain one card from each Action Supply pile.", + "extra": "You gain the top card from each Action pile in the Supply; you do not gain non-supply cards like Horse, or non-Action cards like Stockpile.If there are different cards in an Action pile, like the Knights (from Dark Ages), you just get the top one.If a pile is empty, you do not gain one of those.You choose the order to gain the cards, which sometimes matters; normally you can pick up a card from each pile and then choose what order to gain them in.For piles with different cards, the pile is an Action pile if the randomizer is an Action; so, Castles (from Empires) are not one.If you gain Cavalry or Villa (from Empires) with Populate, you return to your Action phase right then, but still finish gaining cards from Populate before doing more things.", + "name": "Populate" + }, + "Pursue": { + "description": "+1 BuyName a card. Reveal the top 4 cards from your deck. Put the matches back and discard the rest.", + "extra": "You can name a card that is not in the game; all four cards will be discarded.", + "name": "Pursue" + }, + "Reap": { + "description": "Gain a Gold. Set it aside. If you do, at the start of your next turn, play it.", + "extra": "This means you will start your next turn with a Gold in play and +3 Coin from it.You discard the Gold that turn as normal.If multiple things happen at the start of your turn, you can order them.This does not skip your Action phase.", + "name": "Reap" + }, + "Ride": { + "description": "Gain a Horse.", + "extra": "You simply gain a Horse.", + "name": "Ride" + }, + "Sanctuary": { + "description": "+1 Card
+1 Action
+1 Buy
You may Exile a card from your hand.", + "extra": "Exiling a card is optional.", + "name": "Sanctuary" + }, + "Scrap": { + "description": "Trash a card from your hand.Choose a different thing per 1 Coin it costs: +1 Card; +1 Action; +1 Buy; +1 Coin; gain a Silver; gain a Horse.", + "extra": "First trash a card, then choose a different bonus per 1 Coin the card cost, then do them in the order listed.So you might trash an Estate, choose +1 Card and \"gain a Horse,\" then draw a card and then gain the Horse.", + "name": "Scrap" + }, + "Seize the Day": { + "description": "Once per game: Take an extra turn after this one.", + "extra": "The extra turn is like a normal turn, except that it does not count for the tiebreaker.", + "name": "Seize the Day" + }, + "Sheepdog": { + "description": "+2 CardsWhen you gain a card, you may play this from your hand.", + "extra": "You can use this when gaining a card due to buying it, when gaining a card some other way such as due to Falconer, and even when gaining a card on another player's turn, such as due to Black Cat.Remember that when you buy a card, you can no longer play Treasures in that Buy phase.If you gain a Sheepdog to your hand - such as via Falconer - you can react to that gain and play the Sheepdog.f you gain a card with a \"when you gain\" clause, you can choose to resolve that before or after reacting with Sheepdog, for example, if you gain Hostelry, you can choose to discard Treasures for Horses before or after reacting with Sheepdog.", + "name": "Sheepdog" + }, + "Sleigh": { + "description": "Gain 2 Horses.When you gain a card, you may discard this, to put that card into your hand or onto your deck.", + "extra": "You can move the gained card from your discard pile even though you discarded Sleigh on top of it.If a gained card goes directly to somewhere other than your discard pile (for example, the Silver gained from Bureaucrat), Sleigh can still move it to your hand or the top of your deck.If something else has moved the card since it was gained, Sleigh cannot move it.", + "name": "Sleigh" + }, + "Snowy Village": { + "description": "+1 Card
+4 Actions
+1 Buy
Ignore any further +Actions you get this turn.", + "extra": "Any extra Actions you already had before playing this do not go away; for example, if you play Village and then Snowy Village, you can play 5 more Actions after that.Any further +Actions you would get that turn, you do not, including from playing another Snowy Village or converting Villagers (from Renaissance).This does not stop you from playing more cards via cards that tell you to play cards, such as Throne Room.You can convert Villagers between drawing the card and reaching the last sentence which prevents further +Actions.", + "name": "Snowy Village" + }, + "Stampede": { + "description": "If you have 5 or fewer cards in play, gain 5 Horses onto your deck.", + "extra": "It does not matter how many cards you played that turn, only how many you have in play when buying Stampede. If there are fewer than 5 Horses left in the pile, just gain as many as you can.", + "name": "Stampede" + }, + "Stockpile": { + "description": "3 <*COIN*>

+1 BuyWhen you play this, Exile it.", + "extra": "This is a Treasure worth 3 coin, like Gold; you play it in your Buy phase.When you play this, you also get +1 Buy, and put this on your Exile mat.If you play this twice with a card like Crown (from Empires), you will get +6 coin and +2 Buys total, even though you could only Exile it once.", + "name": "Stockpile" + }, + "Supplies": { + "description": "1 <*COIN*>

When you play this, gain a Horse onto your deck.", + "extra": "This is a Treasure worth 1 Coin, like Copper; you play it in your Buy phase.When you play this, gain a Horse, putting it directly onto your deck.", + "name": "Supplies" + }, + "Toil": { + "description": "+1 BuyYou may play an Action card from your hand.", + "extra": "Playing an Action card this way does not use up an Action.", + "name": "Toil" + }, + "Transport": { + "description": "Choose one: Exile an Action card from the Supply; or put an Action card you have in Exile onto your deck.", + "extra": "It only matters if the card is an Action, not if the whole pile is.This can take Action cards from your Exile mat that were put there by other cards.", + "name": "Transport" + }, + "Village Green": { + "description": "Either now or at the start of your next turn, +1 Card and +2 Actions.When you discard this other than during Clean-up, you may reveal it to play it.", + "extra": "When playing Village Green, choose whether to take +1 Card and +2 Actions immediately, or at the start of your next turn.If you choose \"immediately,\" Village Green will be discarded in the same turn's Clean-up; if you choose \"next turn,\" Village Green will be discarded that turn.If you play a Village Green multiple times, such as with Mastermind, you choose each time whether to take +1 Card and +2 Actions immediately or next turn, and the Village Green only stays in play until next turn if at least one of the plays was for next turn (in which case the Mastermind also stays in play).Village Green also lets you play it when you discard it, other than in Clean-up.You can only discard Village Green if something causes you to or lets you, and discarding it only lets you play it once (each time you discard it). This works whether it is your turn or another player's, and whether you discard it from your hand, or deck (such as with Cardinal), or from being set aside, or from Exile. This ability does not function if Village Green is put into your discard pile without being discarded, such as when bought, or due to Scavenger (from Dark Ages). The key thing to look for is a card telling you to \"discard\" cards.If you play Village Green when it is not your turn, and choose to take the +1 Card and +2 Actions immediately, the +2 Actions will not be useful.If you play Vassal and discard Village Green, you can react with Village Green to play it, and then Vassal lets you play it too. Vassal is discarded during from play that turn, regardless of whether Village Green stays out.", + "name": "Village Green" + }, + "Way of the Butterfly": { + "description": "You may return this to its pile to gain a card costing exactly 1 coin more than it.", + "extra": "You only gain a card if you manage to return the card to its pile. A non-Supply card (like HorseHorse.jpg) can return to its pile; a card with no pile, such as Necropolis (from Dark Ages), fails to return to its pile. The card you gain comes from the Supply, and can be any type; if there is no card in the Supply costing exactly more than the returned card, you do not gain one.", + "name": "Way of the Butterfly" + }, + "Way of the Camel": { + "description": "Exile a Gold from the Supply.", + "extra": "", + "name": "Way of the Camel" + }, + "Way of the Chameleon": { + "description": "Follow this card's instructions; each time that would give you +Cards this turn, you get +_ Coin instead, and vice-versa.", + "extra": "For example, if you play Sheepdog and use Way of the Chameleon, you will get +2 Coin instead of +2 Cards.If you play a Duration card using Way of the Chameleon, only the +_ Coin and +Cards you get that turn are affected; for example, if you play Merchant Ship (from Seaside) and use Way of the Chameleon, you will get +2 Cards this turn, but the normal +2 Coin next turn.This turns \"+Cards\" into \"+Coin\" and vice-versa, but does not change other ways to draw cards, for example, \"draw until you have 6 cards in hand.\"If the card that uses Way of the Chameleon plays another card, that card just does what it normally does (unless you use Way of the Chameleon on it as well).", + "name": "Way of the Chameleon" + }, + "Way of the Frog": { + "description": "+1 ActionWhen you discard this from play this turn, put it onto your deck.", + "extra": "", + "name": "Way of the Frog" + }, + "Way of the Goat": { + "description": "Trash a card from your hand.", + "extra": "", + "name": "Way of the Goat" + }, + "Way of the Horse": { + "description": "+2 Cards
+1 ActionReturn this to its pile.", + "extra": "The card returns to its pile, even if that is a non-Supply pile. A card with no pile, such as Necropolis (from Dark Ages), fails to return to its pile.If you use a card like Necromancer to play another card without moving it into play, and use Way of the Horse, that card does not move to its pile.Failing to return a card to a pile does not stop you from getting +2 Cards and +1 Action.", + "name": "Way of the Horse" + }, + "Way of the Mole": { + "description": "+1 Action
Discard your hand. +3 Cards.", + "extra": "You draw 3 cards even if you did not have any cards left to discard.", + "name": "Way of the Mole" + }, + "Way of the Monkey": { + "description": "+1 Buy
+1 Coin", + "extra": "", + "name": "Way of the Monkey" + }, + "Way of the Mouse": { + "description": "Play the set-aside card, leaving it there.Setup: Set aside an unused Action costing 2 Coin or 3 Coin.", + "extra": "Set aside any unused Action kingdom card costing 2 Coin or 3 Coin at the start of the game. Do any setup that that card requires.When using Way of the Mouse, you play the set-aside card, leaving it set-aside. For example, if you set aside Sleigh, then any Action card could be used to gain 2 Horses.The set-aside card cannot move itself when played, since it is not in play; for example, if the card is Embargo (from Seaside), it cannot be trashed.Text below a dividing line (other than setup) will not do anything.", + "name": "Way of the Mouse" + }, + "Way of the Mule": { + "description": "+1 Action
+1 Coin", + "extra": "", + "name": "Way of the Mule" + }, + "Way of the Otter": { + "description": "+2 Cards", + "extra": "", + "name": "Way of the Otter" + }, + "Way of the Owl": { + "description": "Draw until you have 6 cards in hand.", + "extra": "If you already have 6 or more cards in hand, you do not draw any cards.", + "name": "Way of the Owl" + }, + "Way of the Ox": { + "description": "+2 Actions", + "extra": "", + "name": "Way of the Ox" + }, + "Way of the Pig": { + "description": "+1 Card
+1 Action", + "extra": "", + "name": "Way of the Pig" + }, + "Way of the Rat": { + "description": "You may discard a Treasure to gain a copy of this.", + "extra": "This can only gain cards from the Supply.", + "name": "Way of the Rat" + }, + "Way of the Seal": { + "description": "+1 Coin
This turn, when you gain a card, you may put it onto your deck.", + "extra": "This applies to all gained cards, whether bought or otherwise gained.The card first is gained to wherever it normally would be, then you can move it onto your deck. If it moves somewhere else in-between (for example, trashing it using Watchtower from Prosperity), you cannot move it.", + "name": "Way of the Seal" + }, + "Way of the Sheep": { + "description": "+2 Coin", + "extra": "", + "name": "Way of the Sheep" + }, + "Way of the Squirrel": { + "description": "+2 Cards at the end of this turn.", + "extra": "Normally you get the two cards after drawing your hand in Clean-up. If you use this when it is not your turn (such as via Black Cat), you still draw two cards at the end of the turn.", + "name": "Way of the Squirrel" + }, + "Way of the Turtle": { + "description": "Set this aside. If you did, play it at the start of your next turn.", + "extra": "When you play the card at the start of your next turn, you can again use Way of the Turtle, delaying it another turn. You can keep doing this.Playing the card next turn does not use up an Action then. If you use a card like Throne Room to play a card twice, and then use Way of the Turtle, this does not cause the Throne Room to be set aside, or to stay in play as with Duration cards.If you use a card like Throne Room to play a card twice, and choose Way of the Turtle both times, you still only get one play at the start of your next turn, as you were not able to set it aside the second time.", + "name": "Way of the Turtle" + }, + "Way of the Worm": { + "description": "Exile an Estate from the Supply.", + "extra": "", + "name": "Way of the Worm" + }, + "Wayfarer": { + "description": "+3 Cards
You may gain a Silver.This has the same cost as the last other card gained this turn, if any.", + "extra": "Cards that lower costs, like Bridge from Intrigue, only apply to the other card, not to Wayfarer too (though they apply to Wayfarer if no other cards have been gained yet). For example, if you play Bridge, Wayfarer costs 5 Coin; if you then buy a Silver, at that point Wayfarer costs 2 Coin, the same as Silver.Wayfarer can have a cost with Potion (from Alchemy) or Debt (from Empires) in it.Buying Animal Fair via trashing an Action card changes the cost of Wayfarer to 7 Coin, Animal Fair's cost, not to trashing an Action card.If the cost of the last card gained changes after it was gained, the cost of Wayfarer changes too. For example, if you gain a Peddler when it costs 8 Coin, and then play 2 Action cards, Peddler and therefore Wayfarer both now cost 4 Coin in the Buy phase.The cost of Wayfarer can change while resolving other cards. For example, if you play Stonemason and trash a Wayfarer which costs 6 Coin, you then gain a cheaper card such as Duchy which costs 5 Coin; then you gain a second card costing less than Wayfarer which now costs 5 Coin.", + "name": "Wayfarer" + }, "Bad Omens": { "description": "Put your deck into your discard pile. Look through it and put 2 Coppers from it onto your deck (or reveal you can't.)", "extra": "Normally you will end up with a deck consisting of two Coppers, and a discard pile with the rest of your cards. Sometimes you will only have one or no Coppers; in those cases reveal your deck to demonstrate this.", @@ -2634,6 +2989,16 @@ "extra": "Landmarks are not Kingdom cards. It is recommended that no more than two Landmarks be used per game. Players may choose how to determine what Landmarks to play with. They may shuffle them with Events and deal out 2 cards from that pile every game; they may shuffle them into the Randomizer deck and use 0-2 depending on how many come up before finding 10 Kingdom cards; or they may use any method they like.", "name": "Landmarks - Empires" }, + "menagerie events": { + "description": "Events are not Kingdom cards. In a player's Buy phase, when the player can buy a card, the player can buy an Event instead. Buying an Event means paying the cost indicated on the Event and then doing the effect of the Event. The Event just stays on the table, the player does not take it; there is no way for a player to gain one or end up with one in his deck. Buying an Event uses up a Buy; normally a player can either buy a card, or buy an Event. A player with two Buys, such as after playing Ranger, could buy two cards, or buy two Events, or buy a card and an Event (in either 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.", + "extra": "Events are special on-buy effects not attached to cards. Players can buy Events during their Buy phase to trigger whatever the effect of the Event is, as an alternative to (or in addition to) buying cards from the supply.Events are not Kingdom cards; including one or more Events in a game does not count toward the 10 Kingdom card piles the supply includes. In fact, Events are not considered \"cards\" at all. Any text referring to a \"card\" (such as instructions to \"name a card\", or cost reducers changing the cost of cards) does not apply to Events. However, for reference, the Event effects and costs are printed on cards in a landscape orientation with silver frames.Any number of Events may be used in a game, but the recommendation is to not use more than 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.", + "name": "Events - Menagerie" + }, + "menagerie ways": { + "description": "Ways are a landscape that provide alternate ways to play Action cards. When you play an Action card, instead of doing what is printed on the Action card, you may do what is printed on a Way being used in that game.Ways are not Kingdom cards, and cannot be bought. Including one or more Ways in a game does not count 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.", + "extra": "Each Way gives Action cards an additional option: you can play the Action for what it normally does, or play it to do what the Way says 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 have Way of the Sheep in a game, which says \"+2 Coin,\" then you could play a Horse and choose to get +2 Coin; if you did so, you would not get +2 Cards and +1 Action, and would not return the Horse to its pile. Ways are not Kingdom cards, and cannot be bought; they sit on the table modifying the game rules. Text below a dividing line is 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, you get +2 Coin, and then while Highway is in play, its ability makes 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 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 the Market aside. Enchantress from Empires also changes what an Action card does when played. If you are affected by Enchantress, 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 played at an unusual time, like Sheepdog, it can still be used as a 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 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.", + "name": "Ways - Menagerie" + }, "nocturne boons": { "description": "Boons are a face-down deck of landscape-style instruction cards that are revealed as needed. Generally these have effects that are good for a player.Setup: If any Kingdom cards being used have the Fate type, shuffle the Boons and put them near the Supply, and put the Will-o'-Wisp (Spirit) pile near the Supply also.
Fate cards can somehow give players Boons; all the Fate type means is that the Boons are shuffled at the start of the game.", "extra": "The phrase 'receive a Boon' means, turn over the top Boon, and follow the instructions on it. If the Boons deck is empty, first shuffle the discarded Boons to reform the deck; you may also do this any time all Boons are in their discard pile. Received Boons normally go to the Boons discard pile, but three (The Field's Gift, The Forest's Gift, and The River's Gift) go in front of a player until that turn's Clean-up.\nBoons are never in a player's deck; they are physically cards but are not 'cards' in game terms. They are thus never 'cards in play,' receiving Boons is not 'gaining a card,' and so on.\nWith the exception of the following, most Boons are so simple that they do not need additional explanation.\nThe Moon's Gift: If your discard pile is empty, this will not do anything.\nThe River's Gift: You draw the card after drawing your hand for your next turn.\nThe Sky's Gift: If you choose to do this with fewer than three cards in hand, you will discard the rest of your cards but not gain a Gold. Discarding three cards gets you one Gold, not three.", diff --git a/src/domdiv/card_db/cz/sets_cz.json b/src/domdiv/card_db/cz/sets_cz.json index 09cd264e..b19d73c4 100644 --- a/src/domdiv/card_db/cz/sets_cz.json +++ b/src/domdiv/card_db/cz/sets_cz.json @@ -135,5 +135,15 @@ "set_name": "Seaside", "set_text": "All you ask is a tall ship and a star to steer her by. And someone who knows how to steer ships using stars. You finally got some of those rivers you'd wanted, and they led to the sea. These are dangerous, pirate-infested waters, and you cautiously send rat-infested ships across them, to establish lucrative trade at far-off merchant-infested ports. First, you will take over some islands, as a foothold. The natives seem friendly enough, crying their peace cries, and giving you spears and poison darts before you are even close enough to accept them properly. When you finally reach those ports you will conquer them, and from there you will look for more rivers. One day, all the rivers will be yours.\nThis is the 2nd addition to Dominion. It adds 26 new Kingdom cards to Dominion. Its central theme is your next turn; there are cards that do something this turn and next, cards that set up your next turn, and other ways to step outside of the bounds of a normal turn.", "text_icon": "S" + }, + "menagerie": { + "set_name": "Menagerie", + "text_icon": "M", + "set_text": "Dominion, that’s what you’re trying to achieve. This time with animals! They each have a lesson to teach, whether it’s how to spit really far, or what kind of grass tastes the best. It’s a lot to keep track of, but you’re like an elephant: you remember everything. And you’re afraid of mice. You’ve taken up riding. Horses are intimidating; they say you can lead a horse to water, but you haven’t managed it. So you’re working your way up, starting with dogs. So far so good; the dog hasn’t bucked you off yet. Your menagerie got off to a poor start, with just a goat, two rats, and the advisor who suggested starting a menagerie. You couldn’t get that fox you wanted, but it was probably bad anyway. Now you’ve got some camels, which are just as useless for sewing as you’d been warned, and a turtle that can hold its breath for longer than anyone can stay interested. Soon the animal kingdom will be yours.\nThis is the 13th expansion to Dominion. It has 400 cards, with 30 new Kingdom cards. There are Horses that save a draw for later, Exile mats that cards can be sent to and rescued from, and Ways that give Actions another option. Events return." + }, + "menagerie extras": { + "set_name": "Menagerie Extras", + "text_icon": "M", + "set_text": "" } } diff --git a/src/domdiv/card_db/cz/types_cz.json b/src/domdiv/card_db/cz/types_cz.json index b770ab4c..772f18ee 100644 --- a/src/domdiv/card_db/cz/types_cz.json +++ b/src/domdiv/card_db/cz/types_cz.json @@ -35,5 +35,7 @@ "Treasure": "Treasure", "Victory": "Victory", "Zombie": "Zombie", - "Projects": "Projects" + "Projects": "Projects", + "Way": "Way", + "Ways": "Ways" } diff --git a/src/domdiv/card_db/de/cards_de.json b/src/domdiv/card_db/de/cards_de.json index c80df05d..e3d3ac29 100644 --- a/src/domdiv/card_db/de/cards_de.json +++ b/src/domdiv/card_db/de/cards_de.json @@ -1554,6 +1554,361 @@ "extra": "Du ziehst 2 Karten und erhältst +1 Aktion.Dann nimmst du eine beliebige Karte aus deiner Hand (auch ggf. eine, die du gerade gezogen hast) und legst sie an eine beliebige Stelle in deinen Nachziehstapel.Du darfst sie oben drauf, unten drunter oder irgendwo in die Mitte legen.Du darfst dabei die Karten deines Nachziehstapels zählen, aber nicht ansehen.Befinden sich keine Karten in deinem Nachziehstapel, wird die zurückgelegte Karte zur einzigen Karte in deinem Nachziehstapel.", "name": "Geheimgang" }, + "Alliance": { + "description": "Gain a Province, a Duchy, an Estate, a Gold, a Silver, and a Copper.", + "extra": "You gain each of those cards that is present in the Supply; you cannot choose not to gain one. You gain them in the order listed.", + "name": "Alliance" + }, + "Animal Fair": { + "description": "+4 Coin
+1 Buy per empty supply pile.Instead of paying this card's cost, you may trash an Action card from your hand.", + "extra": "This only checks how many piles are empty when you play it; how many +Buys you got does not change if a pile becomes empty later in the turn (or non-empty, such as due to Ambassador from Seaside).This only counts Supply piles, not non-Supply piles like Horse.When buying this card, you can trash an Action card from your hand instead of paying 7 Coin. You can only do this if you have an Action card in hand to trash. You can do this even if you do not have 7 Coin. When buying Animal Fair this way, you spend no _ Coin, but still use up a Buy.Animal Fair still has a cost of 7 Coin, regardless of how you pay for it.In games using Shelters, you can use an opening buy on Animal Fair by trashing Necropolis.", + "name": "Animal Fair" + }, + "Banish": { + "description": "Exile any number of cards with the same name from your hand.", + "extra": "For example, you could Exile three Estates from your hand.", + "name": "Banish" + }, + "Bargain": { + "description": "Gain a non-Victory card costing up to 5 coin. Each other player gains a Horse.", + "extra": "The other players gain their Horses in turn order.They cannot decline to gain one.", + "name": "Bargain" + }, + "Barge": { + "description": "Either now or at the start of your next turn,+3 Cards and +1 Buy.", + "extra": "When playing Barge, choose whether to take +3 Cards and +1 Buy immediately, or at the start of your next turn.If you choose \"immediately,\" Barge will be discarded in the same turn's Clean-up; if you choose \"next turn,\" Barge will be discarded that turn.If you play a Barge multiple times, such as with Mastermind, you choose each time whether to take +3 Cards and +1 Buy immediately or next turn, and the Barge only stays in play until next turn if at least one of the plays was for next turn (in which case the Mastermind also stays in play).", + "name": "Barge" + }, + "Black Cat": { + "description": "+2 CardsIf it isn't your turn, each other player gains a Curse.When another player gains a Victory card, you may play this from your hand.", + "extra": "When you play this on your turn, you draw 2 cards.When you play it on another player's turn - normally only possible via its reaction - you draw 2 cards, and then everyone else gains a Curse, in turn order starting with the player whose turn it is.When anyone else gains a Victory card - whether or not it is your turn - you may play this from your hand.", + "name": "Black Cat" + }, + "Bounty Hunter": { + "description": "+1 Action
Exile a card from your hand.If you didn't have a copy of it in Exile, +3 Coin.", + "extra": "First you get +1 Action and Exile a card from your hand; this is not optional.Then if that is the only copy of that card that you have in Exile, you get +3 Coin.If you can't Exile a card, you don't get +3 Coin.", + "name": "Bounty Hunter" + }, + "Camel Train": { + "description": "Exile a non-Victory card from the Supply.When you gain this, Exile a Gold from the Supply.", + "extra": "When you play this, you Exile a non-Victory card from the Supply; when you gain this, you Exile a Gold from the Supply.The Exiled cards are not available for use until discarded from the Exile mat.", + "name": "Camel Train" + }, + "Cardinal": { + "description": "+2 Coin
Each other player reveals the top 2 cards of their deck, Exiles one costing from 3 Coin to 6 Coin, and discards the rest.", + "extra": "If an attacked player reveals two cards each costing from 3 Coin to 6 Coin, that player chooses which card they Exile.", + "name": "Cardinal" + }, + "Cavalry": { + "description": "Gain 2 Horses.When you gain this, +2 Cards, +1 Buy, and if it's your Buy phase return to your Action phase.", + "extra": "When you gain Cavalry in your Buy phase, you get +2 Cards, +1 Buy, and return to your Action phase.When you gain Cavalry in a different phase or during another player's turn, you get +2 Cards and +1 Buy.+1 Buy is not useful if it is not your turn.This ability of Cavalry is not playing the Cavalry, and does not put Cavalry into play.Returning to your Action phase does not cause \"start of turn\" abilities to repeat; however when your Buy phase happens again after that, \"start of your Buy phase\" abilities can repeat.Returning to your Action phase does not give you any +Actions; you have left however many you already had left.", + "name": "Cavalry" + }, + "Commerce": { + "description": "Gain a Gold per differently named card you've gained this turn.", + "extra": "First count how many differently named cards you have gained this turn, then gain that many Golds. For example, if you have gained two Province, a Silver, and a Horse, you would gain three Golds.", + "name": "Commerce" + }, + "Coven": { + "description": "+1 Action
+2 Coin
Each other player Exiles a Curse from the Supply. If they can't, they discard their Exiled Curses.", + "extra": "Curses are Exiled in turn order; it may be that one player Exiles a Curse while another discards the Curses from their mat.", + "name": "Coven" + }, + "Delay": { + "description": "You may set aside an Action card from your hand. At the start of your next turn, play it.", + "extra": "Once you set aside the Action card, you have to play it at the start of your next turn.If you do multiple things at the start of your turn, you can order them.Playing the Action card at the start of your next turn does not use up an Action.", + "name": "Delay" + }, + "Demand": { + "description": "Gain a Horse and a card costing up to 4 coin, both onto your deck.", + "extra": "The Horse goes on top first, then the card costing up to 4 coin does.", + "name": "Demand" + }, + "Desperation": { + "description": "Once per turn: You may gain a Curse. If you do, +1 Buy and +2 Coin", + "extra": "If the Curse pile is empty, you fail to gain one and do not get +1 Buy and +2 Coin.", + "name": "Desperation" + }, + "Destrier": { + "description": "+2 Cards
+1 ActionDuring your turns, this costs 1 Coin less per card you've gained this turn.", + "extra": "Destrier costs 1 Coin less per card the player whose turn it is has gained that turn.For example, you could play a Sleigh to gain two Horses, then use Workshop to gain a Destrier, as it would cost 4 Coin.Destrier only cares about cards gained by the player whose turn it is; for example, playing Witch to give other players Curses will not lower its cost.", + "name": "Destrier" + }, + "Displace": { + "description": "Exile a card from your hand. Gain a differently named card costing up to 2 Coin more than it.", + "extra": "The card you gain does not have to cost more than the card you Exiled.For example, you could Exile a Province and gain a Gold.", + "name": "Displace" + }, + "Enclave": { + "description": "Gain a Gold. Exile a Duchy from the Supply.", + "extra": "The Duchy goes directly from the Duchy pile to your Exile mat.", + "name": "Enclave" + }, + "Enhance": { + "description": "You may trash a non-Victory card from your hand, to gain a card costing up to 2 coin more than it.", + "extra": "If you trash a card, you must gain a card costing up to 2 coin more than it.", + "name": "Enhance" + }, + "Falconer": { + "description": "Gain a card to your hand costing less than this.When any player gains a card with 2 or more types (Action, Attack, etc.), you may play this from your hand.", + "extra": "This can only gain cards from the Supply.You can react with this to any gained card with 2 or more types; it can be a card that was bought, or a card gained some other way, such as via a Falconer.You can do this regardless of who gained the card - you or anyone else - and regardless of whose turn it is.The types are the words on the bottom line – including Action, Attack, Curse, Duration, Reaction, Treasure, and Victory (with more in other expansions).If you gain a Falconer to your hand - such as via Artisan - you can react to that gain and play it, since it has two types.", + "name": "Falconer" + }, + "Fisherman": { + "description": "+1 Card
+1 Action
+1 CoinDuring your turns, if your discard pile is empty, this costs 3 Coin less.", + "extra": "This costs 5 Coin normally, but 2 Coin whenever the player whose turn it is has an empty discard pile.If you have and two Buys with an empty discard pile, you can buy Fisherman for 2 Coin, but then you will no longer have an empty discard pile, so you cannot buy a second for 2 Coin.", + "name": "Fisherman" + }, + "Gamble": { + "description": "+1 BuyReveal the top card of your deck. If it's a Treasure or Action, you may play it. Otherwise, discard it.", + "extra": "If you don't play the card, you discard it, whether or not it's a Treasure or Action.", + "name": "Gamble" + }, + "GateKeeper": { + "description": "At the start of your next turn, +3 Coin. Until then, when another player gains an Action or Treasure card they don't have an Exiled copy of, they Exile it.", + "extra": "While under this attack, whenever you gain an Action or Treasure that you do not have a copy of on your Exile mat, you Exile the gained card.Gaining a card that you do have a copy of on your Exile mat is unaffected, and lets you discard copies from your Exile mat if you want to as usual.Other abilities that happen when you gain a card happen at the same time, and you can only put the card on your mat if it has not moved anywhere since gaining it; so you can, for example, use a Sleigh to put a gained card into your hand, then fail to put it on your Exile mat.Gatekeeper only Exiles Actions and Treasures, it does not Exile, for example, Province.It only cares about cards in Exile, it does not care how they got there.", + "name": "GateKeeper" + }, + "Goatheard": { + "description": "+1 ActionYou may trash a card from your hand.+1 Card per card the player to your right trashed on their last turn.", + "extra": "You draw cards even if you did not trash a card.One way to keep count of the number of cards trashed is to put them on the trash sideways.", + "name": "Goatheard" + }, + "Groom": { + "description": "Gain a card costing up to 4 Coin If it's an...Action card, gain a Horse;Treasure card, gain a Silver;Victory card, +1 Card and +1 Action.", + "extra": "First gain a card, then apply the bonuses in the order listed.A card can give you multiple bonuses; for example, if you gain a Mill (from Intrigue), you gain a Horse and then get +1 Card and +1 Action.", + "name": "Groom" + }, + "Horse": { + "description": "+2 Cards
+1 ActionReturn this to its pile.(This is not in the Supply.)", + "extra": "It is a one-shot non-terminal draw card, similar to Experiment from Renaissance; but unlike Experiment, it is not in the supply, and therefore can only be gained in more restricted ways.", + "name": "Horse" + }, + "Hostelry": { + "description": "+1 Card
+2 ActionsWhen you gain this, you may discard any number of Treasures, revealed, to gain that many Horses.", + "extra": "When you gain this, you may discard any number of Treasure cards from your hand, to gain that many Horses from their pile.Reveal the discarded Treasure cards.You do not have to discard anything, and cannot discard anything but Treasures.", + "name": "Hostelry" + }, + "Hunting Lodge": { + "description": "+1 Card
+2 Actions
You may discard your hand for +5 Cards.", + "extra": "When you play this, first draw a card and get +2 Actions; then decide if you want to discard your hand (which will include the card you just drew).If you do discard your hand, draw 5 cards (which may cause you to shuffle in the discarded cards).", + "name": "Hunting Lodge" + }, + "Invest": { + "description": "Exile an Action card from the Supply. While it's in Exile, when another player gains or Invests in a copy of it, +2 Cards.", + "extra": "It only matters if the card you Exile is an Action, not if the whole pile is.While the card is Exiled, you draw 2 cards each time another player gains a copy of it, or uses Invest to Exile a copy of it.This is not optional.This is cumulative; if you Invest twice in the same card, you will get +4 Cards each time someone else gains a copy or Invests in it.If the game has another way to Exile cards, keep the Invested ones separate from the other ones; for example, you can put them half under the mat.Those other Exiled cards were not Invested and do not draw you cards.Cards Exiled with Invest can be discarded from the mat in the normal way, by gaining another copy of the card; then you will no longer draw cards for players gaining/Investing in them.", + "name": "Invest" + }, + "Kiln": { + "description": "+2 Coin
The next time you play a card this turn, you may first gain a copy of it.", + "extra": "Kiln can gain any type of card, as long as the card is played directly after Kiln.It can only gain cards from the Supply.You (optionally) gain a copy of the card before following the instructions on the card.If the card is an Attack and other players want to use cards like Moat, you gain the card before they choose to use Moat or not.If you Throne Room a Kiln, you will play Kiln, play Kiln again, first gaining a Kiln (optionally), and then can still gain a copy of the next card you play after that.If the next card you play is an Action and you use a Way for it, that has no special interaction with Kiln; you still may optionally gain a copy of that card.", + "name": "Kiln" + }, + "Livery": { + "description": "+3 Coin
This turn, when you gain a card costing 4 Coin or more, gain a Horse.", + "extra": "This is cumulative; for example, if you use Mastermind to play a Livery three times, then each card you gain that turn costing 4 Coin or more will come with three Horses.Livery works on cards gained via buying them, and cards gained other ways.", + "name": "Livery" + }, + "March": { + "description": "Look through your discard pile. You may play an Action card from it.", + "extra": "Normally you cannot look through your discard pile, so you cannot look to see if you want to buy March or not.Once you buy March, you look through your discard pile, and then have the option of playing an Action card from it.This does not use up an Action.", + "name": "March" + }, + "Mastermind": { + "description": "At the start of your next turn, you may play an Action card from your hand three times.", + "extra": "Playing an Action card via this is optional. If you do play one, you resolve the card completely, then play it a second time, then play it a third time, without playing other cards in-between (unless told to by a card).Playing these Actions does not use up Action plays. For example, if you Mastermind a Bounty Hunter, you will get +3 Actions total, and be able to play 4 Action cards after that - your normal one, plus 3 more for the +3 Actions.If a Mastermind plays a Duration card, the Mastermind stays in play as long as the Duration card does.If a Mastermind plays another Mastermind, both will stay in play, and the turn after that you can play three different Action cards from your hand three times each.If you Mastermind a Horse, you will get +2 Cards and +1 Action, return the Horse to its pile, get +2 Cards and +1 Action, fail to return the Horse since you already did, and get +2 Cards and +1 Action a third time and fail to return the Horse again.", + "name": "Mastermind" + }, + "Paddock": { + "description": "+2 Coin
Gain 2 Horses.
+1 Action per empty Supply pile.", + "extra": "This only checks how many piles are empty when you play it; how many +Actions you got does not change if a pile becomes empty later in the turn (or non-empty, such as due to Ambassador from Seaside).This only counts Supply piles, not non-Supply piles like Horse.", + "name": "Paddock" + }, + "Populate": { + "description": "Gain one card from each Action Supply pile.", + "extra": "You gain the top card from each Action pile in the Supply; you do not gain non-supply cards like Horse, or non-Action cards like Stockpile.If there are different cards in an Action pile, like the Knights (from Dark Ages), you just get the top one.If a pile is empty, you do not gain one of those.You choose the order to gain the cards, which sometimes matters; normally you can pick up a card from each pile and then choose what order to gain them in.For piles with different cards, the pile is an Action pile if the randomizer is an Action; so, Castles (from Empires) are not one.If you gain Cavalry or Villa (from Empires) with Populate, you return to your Action phase right then, but still finish gaining cards from Populate before doing more things.", + "name": "Populate" + }, + "Pursue": { + "description": "+1 BuyName a card. Reveal the top 4 cards from your deck. Put the matches back and discard the rest.", + "extra": "You can name a card that is not in the game; all four cards will be discarded.", + "name": "Pursue" + }, + "Reap": { + "description": "Gain a Gold. Set it aside. If you do, at the start of your next turn, play it.", + "extra": "This means you will start your next turn with a Gold in play and +3 Coin from it.You discard the Gold that turn as normal.If multiple things happen at the start of your turn, you can order them.This does not skip your Action phase.", + "name": "Reap" + }, + "Ride": { + "description": "Gain a Horse.", + "extra": "You simply gain a Horse.", + "name": "Ride" + }, + "Sanctuary": { + "description": "+1 Card
+1 Action
+1 Buy
You may Exile a card from your hand.", + "extra": "Exiling a card is optional.", + "name": "Sanctuary" + }, + "Scrap": { + "description": "Trash a card from your hand.Choose a different thing per 1 Coin it costs: +1 Card; +1 Action; +1 Buy; +1 Coin; gain a Silver; gain a Horse.", + "extra": "First trash a card, then choose a different bonus per 1 Coin the card cost, then do them in the order listed.So you might trash an Estate, choose +1 Card and \"gain a Horse,\" then draw a card and then gain the Horse.", + "name": "Scrap" + }, + "Seize the Day": { + "description": "Once per game: Take an extra turn after this one.", + "extra": "The extra turn is like a normal turn, except that it does not count for the tiebreaker.", + "name": "Seize the Day" + }, + "Sheepdog": { + "description": "+2 CardsWhen you gain a card, you may play this from your hand.", + "extra": "You can use this when gaining a card due to buying it, when gaining a card some other way such as due to Falconer, and even when gaining a card on another player's turn, such as due to Black Cat.Remember that when you buy a card, you can no longer play Treasures in that Buy phase.If you gain a Sheepdog to your hand - such as via Falconer - you can react to that gain and play the Sheepdog.f you gain a card with a \"when you gain\" clause, you can choose to resolve that before or after reacting with Sheepdog, for example, if you gain Hostelry, you can choose to discard Treasures for Horses before or after reacting with Sheepdog.", + "name": "Sheepdog" + }, + "Sleigh": { + "description": "Gain 2 Horses.When you gain a card, you may discard this, to put that card into your hand or onto your deck.", + "extra": "You can move the gained card from your discard pile even though you discarded Sleigh on top of it.If a gained card goes directly to somewhere other than your discard pile (for example, the Silver gained from Bureaucrat), Sleigh can still move it to your hand or the top of your deck.If something else has moved the card since it was gained, Sleigh cannot move it.", + "name": "Sleigh" + }, + "Snowy Village": { + "description": "+1 Card
+4 Actions
+1 Buy
Ignore any further +Actions you get this turn.", + "extra": "Any extra Actions you already had before playing this do not go away; for example, if you play Village and then Snowy Village, you can play 5 more Actions after that.Any further +Actions you would get that turn, you do not, including from playing another Snowy Village or converting Villagers (from Renaissance).This does not stop you from playing more cards via cards that tell you to play cards, such as Throne Room.You can convert Villagers between drawing the card and reaching the last sentence which prevents further +Actions.", + "name": "Snowy Village" + }, + "Stampede": { + "description": "If you have 5 or fewer cards in play, gain 5 Horses onto your deck.", + "extra": "It does not matter how many cards you played that turn, only how many you have in play when buying Stampede. If there are fewer than 5 Horses left in the pile, just gain as many as you can.", + "name": "Stampede" + }, + "Stockpile": { + "description": "3 <*COIN*>

+1 BuyWhen you play this, Exile it.", + "extra": "This is a Treasure worth 3 coin, like Gold; you play it in your Buy phase.When you play this, you also get +1 Buy, and put this on your Exile mat.If you play this twice with a card like Crown (from Empires), you will get +6 coin and +2 Buys total, even though you could only Exile it once.", + "name": "Stockpile" + }, + "Supplies": { + "description": "1 <*COIN*>

When you play this, gain a Horse onto your deck.", + "extra": "This is a Treasure worth 1 Coin, like Copper; you play it in your Buy phase.When you play this, gain a Horse, putting it directly onto your deck.", + "name": "Supplies" + }, + "Toil": { + "description": "+1 BuyYou may play an Action card from your hand.", + "extra": "Playing an Action card this way does not use up an Action.", + "name": "Toil" + }, + "Transport": { + "description": "Choose one: Exile an Action card from the Supply; or put an Action card you have in Exile onto your deck.", + "extra": "It only matters if the card is an Action, not if the whole pile is.This can take Action cards from your Exile mat that were put there by other cards.", + "name": "Transport" + }, + "Village Green": { + "description": "Either now or at the start of your next turn, +1 Card and +2 Actions.When you discard this other than during Clean-up, you may reveal it to play it.", + "extra": "When playing Village Green, choose whether to take +1 Card and +2 Actions immediately, or at the start of your next turn.If you choose \"immediately,\" Village Green will be discarded in the same turn's Clean-up; if you choose \"next turn,\" Village Green will be discarded that turn.If you play a Village Green multiple times, such as with Mastermind, you choose each time whether to take +1 Card and +2 Actions immediately or next turn, and the Village Green only stays in play until next turn if at least one of the plays was for next turn (in which case the Mastermind also stays in play).Village Green also lets you play it when you discard it, other than in Clean-up.You can only discard Village Green if something causes you to or lets you, and discarding it only lets you play it once (each time you discard it). This works whether it is your turn or another player's, and whether you discard it from your hand, or deck (such as with Cardinal), or from being set aside, or from Exile. This ability does not function if Village Green is put into your discard pile without being discarded, such as when bought, or due to Scavenger (from Dark Ages). The key thing to look for is a card telling you to \"discard\" cards.If you play Village Green when it is not your turn, and choose to take the +1 Card and +2 Actions immediately, the +2 Actions will not be useful.If you play Vassal and discard Village Green, you can react with Village Green to play it, and then Vassal lets you play it too. Vassal is discarded during from play that turn, regardless of whether Village Green stays out.", + "name": "Village Green" + }, + "Way of the Butterfly": { + "description": "You may return this to its pile to gain a card costing exactly 1 coin more than it.", + "extra": "You only gain a card if you manage to return the card to its pile. A non-Supply card (like HorseHorse.jpg) can return to its pile; a card with no pile, such as Necropolis (from Dark Ages), fails to return to its pile. The card you gain comes from the Supply, and can be any type; if there is no card in the Supply costing exactly more than the returned card, you do not gain one.", + "name": "Way of the Butterfly" + }, + "Way of the Camel": { + "description": "Exile a Gold from the Supply.", + "extra": "", + "name": "Way of the Camel" + }, + "Way of the Chameleon": { + "description": "Follow this card's instructions; each time that would give you +Cards this turn, you get +_ Coin instead, and vice-versa.", + "extra": "For example, if you play Sheepdog and use Way of the Chameleon, you will get +2 Coin instead of +2 Cards.If you play a Duration card using Way of the Chameleon, only the +_ Coin and +Cards you get that turn are affected; for example, if you play Merchant Ship (from Seaside) and use Way of the Chameleon, you will get +2 Cards this turn, but the normal +2 Coin next turn.This turns \"+Cards\" into \"+Coin\" and vice-versa, but does not change other ways to draw cards, for example, \"draw until you have 6 cards in hand.\"If the card that uses Way of the Chameleon plays another card, that card just does what it normally does (unless you use Way of the Chameleon on it as well).", + "name": "Way of the Chameleon" + }, + "Way of the Frog": { + "description": "+1 ActionWhen you discard this from play this turn, put it onto your deck.", + "extra": "", + "name": "Way of the Frog" + }, + "Way of the Goat": { + "description": "Trash a card from your hand.", + "extra": "", + "name": "Way of the Goat" + }, + "Way of the Horse": { + "description": "+2 Cards
+1 ActionReturn this to its pile.", + "extra": "The card returns to its pile, even if that is a non-Supply pile. A card with no pile, such as Necropolis (from Dark Ages), fails to return to its pile.If you use a card like Necromancer to play another card without moving it into play, and use Way of the Horse, that card does not move to its pile.Failing to return a card to a pile does not stop you from getting +2 Cards and +1 Action.", + "name": "Way of the Horse" + }, + "Way of the Mole": { + "description": "+1 Action
Discard your hand. +3 Cards.", + "extra": "You draw 3 cards even if you did not have any cards left to discard.", + "name": "Way of the Mole" + }, + "Way of the Monkey": { + "description": "+1 Buy
+1 Coin", + "extra": "", + "name": "Way of the Monkey" + }, + "Way of the Mouse": { + "description": "Play the set-aside card, leaving it there.Setup: Set aside an unused Action costing 2 Coin or 3 Coin.", + "extra": "Set aside any unused Action kingdom card costing 2 Coin or 3 Coin at the start of the game. Do any setup that that card requires.When using Way of the Mouse, you play the set-aside card, leaving it set-aside. For example, if you set aside Sleigh, then any Action card could be used to gain 2 Horses.The set-aside card cannot move itself when played, since it is not in play; for example, if the card is Embargo (from Seaside), it cannot be trashed.Text below a dividing line (other than setup) will not do anything.", + "name": "Way of the Mouse" + }, + "Way of the Mule": { + "description": "+1 Action
+1 Coin", + "extra": "", + "name": "Way of the Mule" + }, + "Way of the Otter": { + "description": "+2 Cards", + "extra": "", + "name": "Way of the Otter" + }, + "Way of the Owl": { + "description": "Draw until you have 6 cards in hand.", + "extra": "If you already have 6 or more cards in hand, you do not draw any cards.", + "name": "Way of the Owl" + }, + "Way of the Ox": { + "description": "+2 Actions", + "extra": "", + "name": "Way of the Ox" + }, + "Way of the Pig": { + "description": "+1 Card
+1 Action", + "extra": "", + "name": "Way of the Pig" + }, + "Way of the Rat": { + "description": "You may discard a Treasure to gain a copy of this.", + "extra": "This can only gain cards from the Supply.", + "name": "Way of the Rat" + }, + "Way of the Seal": { + "description": "+1 Coin
This turn, when you gain a card, you may put it onto your deck.", + "extra": "This applies to all gained cards, whether bought or otherwise gained.The card first is gained to wherever it normally would be, then you can move it onto your deck. If it moves somewhere else in-between (for example, trashing it using Watchtower from Prosperity), you cannot move it.", + "name": "Way of the Seal" + }, + "Way of the Sheep": { + "description": "+2 Coin", + "extra": "", + "name": "Way of the Sheep" + }, + "Way of the Squirrel": { + "description": "+2 Cards at the end of this turn.", + "extra": "Normally you get the two cards after drawing your hand in Clean-up. If you use this when it is not your turn (such as via Black Cat), you still draw two cards at the end of the turn.", + "name": "Way of the Squirrel" + }, + "Way of the Turtle": { + "description": "Set this aside. If you did, play it at the start of your next turn.", + "extra": "When you play the card at the start of your next turn, you can again use Way of the Turtle, delaying it another turn. You can keep doing this.Playing the card next turn does not use up an Action then. If you use a card like Throne Room to play a card twice, and then use Way of the Turtle, this does not cause the Throne Room to be set aside, or to stay in play as with Duration cards.If you use a card like Throne Room to play a card twice, and choose Way of the Turtle both times, you still only get one play at the start of your next turn, as you were not able to set it aside the second time.", + "name": "Way of the Turtle" + }, + "Way of the Worm": { + "description": "Exile an Estate from the Supply.", + "extra": "", + "name": "Way of the Worm" + }, + "Wayfarer": { + "description": "+3 Cards
You may gain a Silver.This has the same cost as the last other card gained this turn, if any.", + "extra": "Cards that lower costs, like Bridge from Intrigue, only apply to the other card, not to Wayfarer too (though they apply to Wayfarer if no other cards have been gained yet). For example, if you play Bridge, Wayfarer costs 5 Coin; if you then buy a Silver, at that point Wayfarer costs 2 Coin, the same as Silver.Wayfarer can have a cost with Potion (from Alchemy) or Debt (from Empires) in it.Buying Animal Fair via trashing an Action card changes the cost of Wayfarer to 7 Coin, Animal Fair's cost, not to trashing an Action card.If the cost of the last card gained changes after it was gained, the cost of Wayfarer changes too. For example, if you gain a Peddler when it costs 8 Coin, and then play 2 Action cards, Peddler and therefore Wayfarer both now cost 4 Coin in the Buy phase.The cost of Wayfarer can change while resolving other cards. For example, if you play Stonemason and trash a Wayfarer which costs 6 Coin, you then gain a cheaper card such as Duchy which costs 5 Coin; then you gain a second card costing less than Wayfarer which now costs 5 Coin.", + "name": "Wayfarer" + }, "Bad Omens": { "description": "Lege deinen Nachziehstapel auf deinen Ablagestapel. Sieh den Ablagestapel durch und lege 2 Kupfer daraus auf den Nachziehstapel (oder zeige vor, dass du das nicht kannst).", "extra": "Normalerweise führt diese Plage dazu, dass dein Nachziehstapel nur aus 2 KUPFER besteht und der Rest auf dem Ablagestapel liegt. Hast du nur 1 KUPFER, liegt diese als einzige Karte auf dem Nachziehstapel. Hast du kein KUPFER, ist dein Nachziehstapel leer – zeige deinen Ablagestapel vor, um dies nachzuweisen.", @@ -2634,6 +2989,16 @@ "extra": "Die Landmarken sind in der Übersicht alphabetisch sortiert. Einmal im Spiel, haben sie für alle Spieler gleichermaßen Gültigkeit. Sie können nicht gekauft werden. Einige Landmarken enthalten Anweisungen für die Spielvorbereitung (unterhalb der Trennlinie). Spielt ihr mit einer dieser Karten, beachtet dies in der Spielvorbereitung. Darfst du dir auf Grund einer Anweisung 1-Marker von einer Landmarkenkarte oder einem Vorratsstapel nehmen und dort sind zu diesem Zeitpunkt keine 1-Marker vorhanden, erhältst du nichts. Sind die zu Spielbeginn platzierten 1-Marker aufgebraucht, werden keine neuen 1-Marker platziert.", "name": "Landmarken (Wahrzeichen) Empires" }, + "menagerie events": { + "description": "Events are not Kingdom cards. In a player's Buy phase, when the player can buy a card, the player can buy an Event instead. Buying an Event means paying the cost indicated on the Event and then doing the effect of the Event. The Event just stays on the table, the player does not take it; there is no way for a player to gain one or end up with one in his deck. Buying an Event uses up a Buy; normally a player can either buy a card, or buy an Event. A player with two Buys, such as after playing Ranger, could buy two cards, or buy two Events, or buy a card and an Event (in either 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.", + "extra": "Events are special on-buy effects not attached to cards. Players can buy Events during their Buy phase to trigger whatever the effect of the Event is, as an alternative to (or in addition to) buying cards from the supply.Events are not Kingdom cards; including one or more Events in a game does not count toward the 10 Kingdom card piles the supply includes. In fact, Events are not considered \"cards\" at all. Any text referring to a \"card\" (such as instructions to \"name a card\", or cost reducers changing the cost of cards) does not apply to Events. However, for reference, the Event effects and costs are printed on cards in a landscape orientation with silver frames.Any number of Events may be used in a game, but the recommendation is to not use more than 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.", + "name": "Events - Menagerie" + }, + "menagerie ways": { + "description": "Ways are a landscape that provide alternate ways to play Action cards. When you play an Action card, instead of doing what is printed on the Action card, you may do what is printed on a Way being used in that game.Ways are not Kingdom cards, and cannot be bought. Including one or more Ways in a game does not count 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.", + "extra": "Each Way gives Action cards an additional option: you can play the Action for what it normally does, or play it to do what the Way says 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 have Way of the Sheep in a game, which says \"+2 Coin,\" then you could play a Horse and choose to get +2 Coin; if you did so, you would not get +2 Cards and +1 Action, and would not return the Horse to its pile. Ways are not Kingdom cards, and cannot be bought; they sit on the table modifying the game rules. Text below a dividing line is 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, you get +2 Coin, and then while Highway is in play, its ability makes 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 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 the Market aside. Enchantress from Empires also changes what an Action card does when played. If you are affected by Enchantress, 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 played at an unusual time, like Sheepdog, it can still be used as a 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 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.", + "name": "Ways - Menagerie" + }, "nocturne boons": { "description": "Alle Gaben sind jeweils nur 1 x im Spiel enthalten. Sie dürfen bzw. müssen erhalten bzw. empfangen werden, wenn eine Karte mit dem Typ SEGEN dies anweist. Generell haben sie Auswirkungen, die gut für den Spieler sind.Spielvorbereitung: Wenn Königreichkarten vom Typ Segen verwendet werden, dann werden die Gaben gemischt und mit der Abbildung nach unten bereitgelegt in der Nähe des Irrlicht-Stapels und bei Bedarf umgedreht.", "extra": "Der Ausdruck \"empfange eine Gabe\" bedeutet, dass die oberste Karte auf dem Gaben-Stapel umgedreht wird und dann die Anweisungen darauf ausgeführt werden. Wenn der Gaben-Stapel leer ist werden die umgedrehten Gaben gemischt. Der Gaben-Stapel kann ebenfalls jederzeit gemischt werden, wenn sich alle Gaben auf dem zugehörigen Ablagestapel befinden. Empfangene Gaben kommen normalerweise auf den Ablagestapel für Gaben, aber drei Gaben (Gechenk des Feldes, Geschenk des Waldes, Geschenk des Flusses) kommen vor den Spieler bis zur Aufräumphase dieses Zugs.\nGaben sind niemals Bestandteil der Karten des Spielers; es handelt sich zwar körperlich um Karten, sie sind aber keine Karten im Sinne der Spielregeln. Sie sind deshalb nicht im Spiel; das Empfangen einer Gabe bedeutet nicht \"eine Karte nehmen\" usw.\nMit Ausnahme der nachfolgenden Karten sind Gaben so einfach, dass sie keiner weitere Erklärung bedürfen:\nGeschenk des Mondes: Wenn Dein Ablagestapel leer ist passiert nichts.\nGeschenk des Flusses: Du ziehst die Karte nachdem ziehen Deiner Kartenhand für den nächsten Zug.\nGeschenk des Himmels: Wenn Du das mit weniger als drei Karten auf der Hand tust legst Du die restlichen Karten ab, bekommst aber kein Gold. Das Ablegen von drei Karten verschafft Dir EIN Gold - nicht DREI.", diff --git a/src/domdiv/card_db/de/sets_de.json b/src/domdiv/card_db/de/sets_de.json index 54e41458..295ee9e3 100644 --- a/src/domdiv/card_db/de/sets_de.json +++ b/src/domdiv/card_db/de/sets_de.json @@ -135,5 +135,15 @@ "set_name": "Seaside", "set_text": "Gebt mir ein Schiff und einen Stern, der mich leitet … und jemanden der weiß, wie man sich von den Sternen leiten lässt. Endlich kannst du dich auf den Weg machen. Hinaus auf die hohe See, die von Piraten übersät ist, schickst du Schiffe, die von Ratten übersät sind, um fernab von Häfen, die von Händlern übersät sind, neue Handelsrouten aufzubauen. Zuerst wirst du Stützpunkte auf fernen Inseln errichten. Die Eingeborenen scheinen freundlich gesonnen, du kannst ihre Friedensrufe von Weitem hören und schon aus der Ferne werfen sie dir Speere und giftige Pfeile als Willkommensgeschenke zu. Eines Tages wird all das dir gehören.\nThis is the 2nd addition to Dominion. It adds 26 new Kingdom cards to Dominion. Its central theme is your next turn; there are cards that do something this turn and next, cards that set up your next turn, and other ways to step outside of the bounds of a normal turn.", "text_icon": "S" + }, + "menagerie": { + "set_name": "Menagerie", + "text_icon": "M", + "set_text": "Dominion, that’s what you’re trying to achieve. This time with animals! They each have a lesson to teach, whether it’s how to spit really far, or what kind of grass tastes the best. It’s a lot to keep track of, but you’re like an elephant: you remember everything. And you’re afraid of mice. You’ve taken up riding. Horses are intimidating; they say you can lead a horse to water, but you haven’t managed it. So you’re working your way up, starting with dogs. So far so good; the dog hasn’t bucked you off yet. Your menagerie got off to a poor start, with just a goat, two rats, and the advisor who suggested starting a menagerie. You couldn’t get that fox you wanted, but it was probably bad anyway. Now you’ve got some camels, which are just as useless for sewing as you’d been warned, and a turtle that can hold its breath for longer than anyone can stay interested. Soon the animal kingdom will be yours.\nThis is the 13th expansion to Dominion. It has 400 cards, with 30 new Kingdom cards. There are Horses that save a draw for later, Exile mats that cards can be sent to and rescued from, and Ways that give Actions another option. Events return." + }, + "menagerie extras": { + "set_name": "Menagerie Extras", + "text_icon": "M", + "set_text": "" } } diff --git a/src/domdiv/card_db/de/types_de.json b/src/domdiv/card_db/de/types_de.json index 1ac090ec..9e01835a 100644 --- a/src/domdiv/card_db/de/types_de.json +++ b/src/domdiv/card_db/de/types_de.json @@ -35,5 +35,7 @@ "Traveller": "Reisender", "Treasure": "Geld", "Victory": "Punkt", - "Zombie": "Zombie" + "Zombie": "Zombie", + "Way": "Way", + "Ways": "Ways" } diff --git a/src/domdiv/card_db/en_us/cards_en_us.json b/src/domdiv/card_db/en_us/cards_en_us.json index ea7bb920..edadb12d 100644 --- a/src/domdiv/card_db/en_us/cards_en_us.json +++ b/src/domdiv/card_db/en_us/cards_en_us.json @@ -1554,6 +1554,361 @@ "extra": "First draw 2 cards and get +1 Action; then put a card from your hand anywhere in your deck.The card can be one you just drew or any other card from your hand.It can go on top of your deck, on the bottom, or anywhere in-between; you can count out a specific place to put it, e.g. four cards down.If there are no cards left in your deck, the card put back becomes the only card in your deck.Where you put the card is public knowledge.You don't have to put the card into a specific spot, you can just shove it into your deck if you want.", "name": "Secret Passage" }, + "Alliance": { + "description": "Gain a Province, a Duchy, an Estate, a Gold, a Silver, and a Copper.", + "extra": "You gain each of those cards that is present in the Supply; you cannot choose not to gain one. You gain them in the order listed.", + "name": "Alliance" + }, + "Animal Fair": { + "description": "+4 Coin
+1 Buy per empty supply pile.Instead of paying this card's cost, you may trash an Action card from your hand.", + "extra": "This only checks how many piles are empty when you play it; how many +Buys you got does not change if a pile becomes empty later in the turn (or non-empty, such as due to Ambassador from Seaside).This only counts Supply piles, not non-Supply piles like Horse.When buying this card, you can trash an Action card from your hand instead of paying 7 Coin. You can only do this if you have an Action card in hand to trash. You can do this even if you do not have 7 Coin. When buying Animal Fair this way, you spend no _ Coin, but still use up a Buy.Animal Fair still has a cost of 7 Coin, regardless of how you pay for it.In games using Shelters, you can use an opening buy on Animal Fair by trashing Necropolis.", + "name": "Animal Fair" + }, + "Banish": { + "description": "Exile any number of cards with the same name from your hand.", + "extra": "For example, you could Exile three Estates from your hand.", + "name": "Banish" + }, + "Bargain": { + "description": "Gain a non-Victory card costing up to 5 coin. Each other player gains a Horse.", + "extra": "The other players gain their Horses in turn order.They cannot decline to gain one.", + "name": "Bargain" + }, + "Barge": { + "description": "Either now or at the start of your next turn,+3 Cards and +1 Buy.", + "extra": "When playing Barge, choose whether to take +3 Cards and +1 Buy immediately, or at the start of your next turn.If you choose \"immediately,\" Barge will be discarded in the same turn's Clean-up; if you choose \"next turn,\" Barge will be discarded that turn.If you play a Barge multiple times, such as with Mastermind, you choose each time whether to take +3 Cards and +1 Buy immediately or next turn, and the Barge only stays in play until next turn if at least one of the plays was for next turn (in which case the Mastermind also stays in play).", + "name": "Barge" + }, + "Black Cat": { + "description": "+2 CardsIf it isn't your turn, each other player gains a Curse.When another player gains a Victory card, you may play this from your hand.", + "extra": "When you play this on your turn, you draw 2 cards.When you play it on another player's turn - normally only possible via its reaction - you draw 2 cards, and then everyone else gains a Curse, in turn order starting with the player whose turn it is.When anyone else gains a Victory card - whether or not it is your turn - you may play this from your hand.", + "name": "Black Cat" + }, + "Bounty Hunter": { + "description": "+1 Action
Exile a card from your hand.If you didn't have a copy of it in Exile, +3 Coin.", + "extra": "First you get +1 Action and Exile a card from your hand; this is not optional.Then if that is the only copy of that card that you have in Exile, you get +3 Coin.If you can't Exile a card, you don't get +3 Coin.", + "name": "Bounty Hunter" + }, + "Camel Train": { + "description": "Exile a non-Victory card from the Supply.When you gain this, Exile a Gold from the Supply.", + "extra": "When you play this, you Exile a non-Victory card from the Supply; when you gain this, you Exile a Gold from the Supply.The Exiled cards are not available for use until discarded from the Exile mat.", + "name": "Camel Train" + }, + "Cardinal": { + "description": "+2 Coin
Each other player reveals the top 2 cards of their deck, Exiles one costing from 3 Coin to 6 Coin, and discards the rest.", + "extra": "If an attacked player reveals two cards each costing from 3 Coin to 6 Coin, that player chooses which card they Exile.", + "name": "Cardinal" + }, + "Cavalry": { + "description": "Gain 2 Horses.When you gain this, +2 Cards, +1 Buy, and if it's your Buy phase return to your Action phase.", + "extra": "When you gain Cavalry in your Buy phase, you get +2 Cards, +1 Buy, and return to your Action phase.When you gain Cavalry in a different phase or during another player's turn, you get +2 Cards and +1 Buy.+1 Buy is not useful if it is not your turn.This ability of Cavalry is not playing the Cavalry, and does not put Cavalry into play.Returning to your Action phase does not cause \"start of turn\" abilities to repeat; however when your Buy phase happens again after that, \"start of your Buy phase\" abilities can repeat.Returning to your Action phase does not give you any +Actions; you have left however many you already had left.", + "name": "Cavalry" + }, + "Commerce": { + "description": "Gain a Gold per differently named card you've gained this turn.", + "extra": "First count how many differently named cards you have gained this turn, then gain that many Golds. For example, if you have gained two Province, a Silver, and a Horse, you would gain three Golds.", + "name": "Commerce" + }, + "Coven": { + "description": "+1 Action
+2 Coin
Each other player Exiles a Curse from the Supply. If they can't, they discard their Exiled Curses.", + "extra": "Curses are Exiled in turn order; it may be that one player Exiles a Curse while another discards the Curses from their mat.", + "name": "Coven" + }, + "Delay": { + "description": "You may set aside an Action card from your hand. At the start of your next turn, play it.", + "extra": "Once you set aside the Action card, you have to play it at the start of your next turn.If you do multiple things at the start of your turn, you can order them.Playing the Action card at the start of your next turn does not use up an Action.", + "name": "Delay" + }, + "Demand": { + "description": "Gain a Horse and a card costing up to 4 coin, both onto your deck.", + "extra": "The Horse goes on top first, then the card costing up to 4 coin does.", + "name": "Demand" + }, + "Desperation": { + "description": "Once per turn: You may gain a Curse. If you do, +1 Buy and +2 Coin", + "extra": "If the Curse pile is empty, you fail to gain one and do not get +1 Buy and +2 Coin.", + "name": "Desperation" + }, + "Destrier": { + "description": "+2 Cards
+1 ActionDuring your turns, this costs 1 Coin less per card you've gained this turn.", + "extra": "Destrier costs 1 Coin less per card the player whose turn it is has gained that turn.For example, you could play a Sleigh to gain two Horses, then use Workshop to gain a Destrier, as it would cost 4 Coin.Destrier only cares about cards gained by the player whose turn it is; for example, playing Witch to give other players Curses will not lower its cost.", + "name": "Destrier" + }, + "Displace": { + "description": "Exile a card from your hand. Gain a differently named card costing up to 2 Coin more than it.", + "extra": "The card you gain does not have to cost more than the card you Exiled.For example, you could Exile a Province and gain a Gold.", + "name": "Displace" + }, + "Enclave": { + "description": "Gain a Gold. Exile a Duchy from the Supply.", + "extra": "The Duchy goes directly from the Duchy pile to your Exile mat.", + "name": "Enclave" + }, + "Enhance": { + "description": "You may trash a non-Victory card from your hand, to gain a card costing up to 2 coin more than it.", + "extra": "If you trash a card, you must gain a card costing up to 2 coin more than it.", + "name": "Enhance" + }, + "Falconer": { + "description": "Gain a card to your hand costing less than this.When any player gains a card with 2 or more types (Action, Attack, etc.), you may play this from your hand.", + "extra": "This can only gain cards from the Supply.You can react with this to any gained card with 2 or more types; it can be a card that was bought, or a card gained some other way, such as via a Falconer.You can do this regardless of who gained the card - you or anyone else - and regardless of whose turn it is.The types are the words on the bottom line – including Action, Attack, Curse, Duration, Reaction, Treasure, and Victory (with more in other expansions).If you gain a Falconer to your hand - such as via Artisan - you can react to that gain and play it, since it has two types.", + "name": "Falconer" + }, + "Fisherman": { + "description": "+1 Card
+1 Action
+1 CoinDuring your turns, if your discard pile is empty, this costs 3 Coin less.", + "extra": "This costs 5 Coin normally, but 2 Coin whenever the player whose turn it is has an empty discard pile.If you have and two Buys with an empty discard pile, you can buy Fisherman for 2 Coin, but then you will no longer have an empty discard pile, so you cannot buy a second for 2 Coin.", + "name": "Fisherman" + }, + "Gamble": { + "description": "+1 BuyReveal the top card of your deck. If it's a Treasure or Action, you may play it. Otherwise, discard it.", + "extra": "If you don't play the card, you discard it, whether or not it's a Treasure or Action.", + "name": "Gamble" + }, + "GateKeeper": { + "description": "At the start of your next turn, +3 Coin. Until then, when another player gains an Action or Treasure card they don't have an Exiled copy of, they Exile it.", + "extra": "While under this attack, whenever you gain an Action or Treasure that you do not have a copy of on your Exile mat, you Exile the gained card.Gaining a card that you do have a copy of on your Exile mat is unaffected, and lets you discard copies from your Exile mat if you want to as usual.Other abilities that happen when you gain a card happen at the same time, and you can only put the card on your mat if it has not moved anywhere since gaining it; so you can, for example, use a Sleigh to put a gained card into your hand, then fail to put it on your Exile mat.Gatekeeper only Exiles Actions and Treasures, it does not Exile, for example, Province.It only cares about cards in Exile, it does not care how they got there.", + "name": "GateKeeper" + }, + "Goatheard": { + "description": "+1 ActionYou may trash a card from your hand.+1 Card per card the player to your right trashed on their last turn.", + "extra": "You draw cards even if you did not trash a card.One way to keep count of the number of cards trashed is to put them on the trash sideways.", + "name": "Goatheard" + }, + "Groom": { + "description": "Gain a card costing up to 4 Coin If it's an...Action card, gain a Horse;Treasure card, gain a Silver;Victory card, +1 Card and +1 Action.", + "extra": "First gain a card, then apply the bonuses in the order listed.A card can give you multiple bonuses; for example, if you gain a Mill (from Intrigue), you gain a Horse and then get +1 Card and +1 Action.", + "name": "Groom" + }, + "Horse": { + "description": "+2 Cards
+1 ActionReturn this to its pile.(This is not in the Supply.)", + "extra": "It is a one-shot non-terminal draw card, similar to Experiment from Renaissance; but unlike Experiment, it is not in the supply, and therefore can only be gained in more restricted ways.", + "name": "Horse" + }, + "Hostelry": { + "description": "+1 Card
+2 ActionsWhen you gain this, you may discard any number of Treasures, revealed, to gain that many Horses.", + "extra": "When you gain this, you may discard any number of Treasure cards from your hand, to gain that many Horses from their pile.Reveal the discarded Treasure cards.You do not have to discard anything, and cannot discard anything but Treasures.", + "name": "Hostelry" + }, + "Hunting Lodge": { + "description": "+1 Card
+2 Actions
You may discard your hand for +5 Cards.", + "extra": "When you play this, first draw a card and get +2 Actions; then decide if you want to discard your hand (which will include the card you just drew).If you do discard your hand, draw 5 cards (which may cause you to shuffle in the discarded cards).", + "name": "Hunting Lodge" + }, + "Invest": { + "description": "Exile an Action card from the Supply. While it's in Exile, when another player gains or Invests in a copy of it, +2 Cards.", + "extra": "It only matters if the card you Exile is an Action, not if the whole pile is.While the card is Exiled, you draw 2 cards each time another player gains a copy of it, or uses Invest to Exile a copy of it.This is not optional.This is cumulative; if you Invest twice in the same card, you will get +4 Cards each time someone else gains a copy or Invests in it.If the game has another way to Exile cards, keep the Invested ones separate from the other ones; for example, you can put them half under the mat.Those other Exiled cards were not Invested and do not draw you cards.Cards Exiled with Invest can be discarded from the mat in the normal way, by gaining another copy of the card; then you will no longer draw cards for players gaining/Investing in them.", + "name": "Invest" + }, + "Kiln": { + "description": "+2 Coin
The next time you play a card this turn, you may first gain a copy of it.", + "extra": "Kiln can gain any type of card, as long as the card is played directly after Kiln.It can only gain cards from the Supply.You (optionally) gain a copy of the card before following the instructions on the card.If the card is an Attack and other players want to use cards like Moat, you gain the card before they choose to use Moat or not.If you Throne Room a Kiln, you will play Kiln, play Kiln again, first gaining a Kiln (optionally), and then can still gain a copy of the next card you play after that.If the next card you play is an Action and you use a Way for it, that has no special interaction with Kiln; you still may optionally gain a copy of that card.", + "name": "Kiln" + }, + "Livery": { + "description": "+3 Coin
This turn, when you gain a card costing 4 Coin or more, gain a Horse.", + "extra": "This is cumulative; for example, if you use Mastermind to play a Livery three times, then each card you gain that turn costing 4 Coin or more will come with three Horses.Livery works on cards gained via buying them, and cards gained other ways.", + "name": "Livery" + }, + "March": { + "description": "Look through your discard pile. You may play an Action card from it.", + "extra": "Normally you cannot look through your discard pile, so you cannot look to see if you want to buy March or not.Once you buy March, you look through your discard pile, and then have the option of playing an Action card from it.This does not use up an Action.", + "name": "March" + }, + "Mastermind": { + "description": "At the start of your next turn, you may play an Action card from your hand three times.", + "extra": "Playing an Action card via this is optional. If you do play one, you resolve the card completely, then play it a second time, then play it a third time, without playing other cards in-between (unless told to by a card).Playing these Actions does not use up Action plays. For example, if you Mastermind a Bounty Hunter, you will get +3 Actions total, and be able to play 4 Action cards after that - your normal one, plus 3 more for the +3 Actions.If a Mastermind plays a Duration card, the Mastermind stays in play as long as the Duration card does.If a Mastermind plays another Mastermind, both will stay in play, and the turn after that you can play three different Action cards from your hand three times each.If you Mastermind a Horse, you will get +2 Cards and +1 Action, return the Horse to its pile, get +2 Cards and +1 Action, fail to return the Horse since you already did, and get +2 Cards and +1 Action a third time and fail to return the Horse again.", + "name": "Mastermind" + }, + "Paddock": { + "description": "+2 Coin
Gain 2 Horses.
+1 Action per empty Supply pile.", + "extra": "This only checks how many piles are empty when you play it; how many +Actions you got does not change if a pile becomes empty later in the turn (or non-empty, such as due to Ambassador from Seaside).This only counts Supply piles, not non-Supply piles like Horse.", + "name": "Paddock" + }, + "Populate": { + "description": "Gain one card from each Action Supply pile.", + "extra": "You gain the top card from each Action pile in the Supply; you do not gain non-supply cards like Horse, or non-Action cards like Stockpile.If there are different cards in an Action pile, like the Knights (from Dark Ages), you just get the top one.If a pile is empty, you do not gain one of those.You choose the order to gain the cards, which sometimes matters; normally you can pick up a card from each pile and then choose what order to gain them in.For piles with different cards, the pile is an Action pile if the randomizer is an Action; so, Castles (from Empires) are not one.If you gain Cavalry or Villa (from Empires) with Populate, you return to your Action phase right then, but still finish gaining cards from Populate before doing more things.", + "name": "Populate" + }, + "Pursue": { + "description": "+1 BuyName a card. Reveal the top 4 cards from your deck. Put the matches back and discard the rest.", + "extra": "You can name a card that is not in the game; all four cards will be discarded.", + "name": "Pursue" + }, + "Reap": { + "description": "Gain a Gold. Set it aside. If you do, at the start of your next turn, play it.", + "extra": "This means you will start your next turn with a Gold in play and +3 Coin from it.You discard the Gold that turn as normal.If multiple things happen at the start of your turn, you can order them.This does not skip your Action phase.", + "name": "Reap" + }, + "Ride": { + "description": "Gain a Horse.", + "extra": "You simply gain a Horse.", + "name": "Ride" + }, + "Sanctuary": { + "description": "+1 Card
+1 Action
+1 Buy
You may Exile a card from your hand.", + "extra": "Exiling a card is optional.", + "name": "Sanctuary" + }, + "Scrap": { + "description": "Trash a card from your hand.Choose a different thing per 1 Coin it costs: +1 Card; +1 Action; +1 Buy; +1 Coin; gain a Silver; gain a Horse.", + "extra": "First trash a card, then choose a different bonus per 1 Coin the card cost, then do them in the order listed.So you might trash an Estate, choose +1 Card and \"gain a Horse,\" then draw a card and then gain the Horse.", + "name": "Scrap" + }, + "Seize the Day": { + "description": "Once per game: Take an extra turn after this one.", + "extra": "The extra turn is like a normal turn, except that it does not count for the tiebreaker.", + "name": "Seize the Day" + }, + "Sheepdog": { + "description": "+2 CardsWhen you gain a card, you may play this from your hand.", + "extra": "You can use this when gaining a card due to buying it, when gaining a card some other way such as due to Falconer, and even when gaining a card on another player's turn, such as due to Black Cat.Remember that when you buy a card, you can no longer play Treasures in that Buy phase.If you gain a Sheepdog to your hand - such as via Falconer - you can react to that gain and play the Sheepdog.f you gain a card with a \"when you gain\" clause, you can choose to resolve that before or after reacting with Sheepdog, for example, if you gain Hostelry, you can choose to discard Treasures for Horses before or after reacting with Sheepdog.", + "name": "Sheepdog" + }, + "Sleigh": { + "description": "Gain 2 Horses.When you gain a card, you may discard this, to put that card into your hand or onto your deck.", + "extra": "You can move the gained card from your discard pile even though you discarded Sleigh on top of it.If a gained card goes directly to somewhere other than your discard pile (for example, the Silver gained from Bureaucrat), Sleigh can still move it to your hand or the top of your deck.If something else has moved the card since it was gained, Sleigh cannot move it.", + "name": "Sleigh" + }, + "Snowy Village": { + "description": "+1 Card
+4 Actions
+1 Buy
Ignore any further +Actions you get this turn.", + "extra": "Any extra Actions you already had before playing this do not go away; for example, if you play Village and then Snowy Village, you can play 5 more Actions after that.Any further +Actions you would get that turn, you do not, including from playing another Snowy Village or converting Villagers (from Renaissance).This does not stop you from playing more cards via cards that tell you to play cards, such as Throne Room.You can convert Villagers between drawing the card and reaching the last sentence which prevents further +Actions.", + "name": "Snowy Village" + }, + "Stampede": { + "description": "If you have 5 or fewer cards in play, gain 5 Horses onto your deck.", + "extra": "It does not matter how many cards you played that turn, only how many you have in play when buying Stampede. If there are fewer than 5 Horses left in the pile, just gain as many as you can.", + "name": "Stampede" + }, + "Stockpile": { + "description": "3 <*COIN*>

+1 BuyWhen you play this, Exile it.", + "extra": "This is a Treasure worth 3 coin, like Gold; you play it in your Buy phase.When you play this, you also get +1 Buy, and put this on your Exile mat.If you play this twice with a card like Crown (from Empires), you will get +6 coin and +2 Buys total, even though you could only Exile it once.", + "name": "Stockpile" + }, + "Supplies": { + "description": "1 <*COIN*>

When you play this, gain a Horse onto your deck.", + "extra": "This is a Treasure worth 1 Coin, like Copper; you play it in your Buy phase.When you play this, gain a Horse, putting it directly onto your deck.", + "name": "Supplies" + }, + "Toil": { + "description": "+1 BuyYou may play an Action card from your hand.", + "extra": "Playing an Action card this way does not use up an Action.", + "name": "Toil" + }, + "Transport": { + "description": "Choose one: Exile an Action card from the Supply; or put an Action card you have in Exile onto your deck.", + "extra": "It only matters if the card is an Action, not if the whole pile is.This can take Action cards from your Exile mat that were put there by other cards.", + "name": "Transport" + }, + "Village Green": { + "description": "Either now or at the start of your next turn, +1 Card and +2 Actions.When you discard this other than during Clean-up, you may reveal it to play it.", + "extra": "When playing Village Green, choose whether to take +1 Card and +2 Actions immediately, or at the start of your next turn.If you choose \"immediately,\" Village Green will be discarded in the same turn's Clean-up; if you choose \"next turn,\" Village Green will be discarded that turn.If you play a Village Green multiple times, such as with Mastermind, you choose each time whether to take +1 Card and +2 Actions immediately or next turn, and the Village Green only stays in play until next turn if at least one of the plays was for next turn (in which case the Mastermind also stays in play).Village Green also lets you play it when you discard it, other than in Clean-up.You can only discard Village Green if something causes you to or lets you, and discarding it only lets you play it once (each time you discard it). This works whether it is your turn or another player's, and whether you discard it from your hand, or deck (such as with Cardinal), or from being set aside, or from Exile. This ability does not function if Village Green is put into your discard pile without being discarded, such as when bought, or due to Scavenger (from Dark Ages). The key thing to look for is a card telling you to \"discard\" cards.If you play Village Green when it is not your turn, and choose to take the +1 Card and +2 Actions immediately, the +2 Actions will not be useful.If you play Vassal and discard Village Green, you can react with Village Green to play it, and then Vassal lets you play it too. Vassal is discarded during from play that turn, regardless of whether Village Green stays out.", + "name": "Village Green" + }, + "Way of the Butterfly": { + "description": "You may return this to its pile to gain a card costing exactly 1 coin more than it.", + "extra": "You only gain a card if you manage to return the card to its pile. A non-Supply card (like HorseHorse.jpg) can return to its pile; a card with no pile, such as Necropolis (from Dark Ages), fails to return to its pile. The card you gain comes from the Supply, and can be any type; if there is no card in the Supply costing exactly more than the returned card, you do not gain one.", + "name": "Way of the Butterfly" + }, + "Way of the Camel": { + "description": "Exile a Gold from the Supply.", + "extra": "", + "name": "Way of the Camel" + }, + "Way of the Chameleon": { + "description": "Follow this card's instructions; each time that would give you +Cards this turn, you get +_ Coin instead, and vice-versa.", + "extra": "For example, if you play Sheepdog and use Way of the Chameleon, you will get +2 Coin instead of +2 Cards.If you play a Duration card using Way of the Chameleon, only the +_ Coin and +Cards you get that turn are affected; for example, if you play Merchant Ship (from Seaside) and use Way of the Chameleon, you will get +2 Cards this turn, but the normal +2 Coin next turn.This turns \"+Cards\" into \"+Coin\" and vice-versa, but does not change other ways to draw cards, for example, \"draw until you have 6 cards in hand.\"If the card that uses Way of the Chameleon plays another card, that card just does what it normally does (unless you use Way of the Chameleon on it as well).", + "name": "Way of the Chameleon" + }, + "Way of the Frog": { + "description": "+1 ActionWhen you discard this from play this turn, put it onto your deck.", + "extra": "", + "name": "Way of the Frog" + }, + "Way of the Goat": { + "description": "Trash a card from your hand.", + "extra": "", + "name": "Way of the Goat" + }, + "Way of the Horse": { + "description": "+2 Cards
+1 ActionReturn this to its pile.", + "extra": "The card returns to its pile, even if that is a non-Supply pile. A card with no pile, such as Necropolis (from Dark Ages), fails to return to its pile.If you use a card like Necromancer to play another card without moving it into play, and use Way of the Horse, that card does not move to its pile.Failing to return a card to a pile does not stop you from getting +2 Cards and +1 Action.", + "name": "Way of the Horse" + }, + "Way of the Mole": { + "description": "+1 Action
Discard your hand. +3 Cards.", + "extra": "You draw 3 cards even if you did not have any cards left to discard.", + "name": "Way of the Mole" + }, + "Way of the Monkey": { + "description": "+1 Buy
+1 Coin", + "extra": "", + "name": "Way of the Monkey" + }, + "Way of the Mouse": { + "description": "Play the set-aside card, leaving it there.Setup: Set aside an unused Action costing 2 Coin or 3 Coin.", + "extra": "Set aside any unused Action kingdom card costing 2 Coin or 3 Coin at the start of the game. Do any setup that that card requires.When using Way of the Mouse, you play the set-aside card, leaving it set-aside. For example, if you set aside Sleigh, then any Action card could be used to gain 2 Horses.The set-aside card cannot move itself when played, since it is not in play; for example, if the card is Embargo (from Seaside), it cannot be trashed.Text below a dividing line (other than setup) will not do anything.", + "name": "Way of the Mouse" + }, + "Way of the Mule": { + "description": "+1 Action
+1 Coin", + "extra": "", + "name": "Way of the Mule" + }, + "Way of the Otter": { + "description": "+2 Cards", + "extra": "", + "name": "Way of the Otter" + }, + "Way of the Owl": { + "description": "Draw until you have 6 cards in hand.", + "extra": "If you already have 6 or more cards in hand, you do not draw any cards.", + "name": "Way of the Owl" + }, + "Way of the Ox": { + "description": "+2 Actions", + "extra": "", + "name": "Way of the Ox" + }, + "Way of the Pig": { + "description": "+1 Card
+1 Action", + "extra": "", + "name": "Way of the Pig" + }, + "Way of the Rat": { + "description": "You may discard a Treasure to gain a copy of this.", + "extra": "This can only gain cards from the Supply.", + "name": "Way of the Rat" + }, + "Way of the Seal": { + "description": "+1 Coin
This turn, when you gain a card, you may put it onto your deck.", + "extra": "This applies to all gained cards, whether bought or otherwise gained.The card first is gained to wherever it normally would be, then you can move it onto your deck. If it moves somewhere else in-between (for example, trashing it using Watchtower from Prosperity), you cannot move it.", + "name": "Way of the Seal" + }, + "Way of the Sheep": { + "description": "+2 Coin", + "extra": "", + "name": "Way of the Sheep" + }, + "Way of the Squirrel": { + "description": "+2 Cards at the end of this turn.", + "extra": "Normally you get the two cards after drawing your hand in Clean-up. If you use this when it is not your turn (such as via Black Cat), you still draw two cards at the end of the turn.", + "name": "Way of the Squirrel" + }, + "Way of the Turtle": { + "description": "Set this aside. If you did, play it at the start of your next turn.", + "extra": "When you play the card at the start of your next turn, you can again use Way of the Turtle, delaying it another turn. You can keep doing this.Playing the card next turn does not use up an Action then. If you use a card like Throne Room to play a card twice, and then use Way of the Turtle, this does not cause the Throne Room to be set aside, or to stay in play as with Duration cards.If you use a card like Throne Room to play a card twice, and choose Way of the Turtle both times, you still only get one play at the start of your next turn, as you were not able to set it aside the second time.", + "name": "Way of the Turtle" + }, + "Way of the Worm": { + "description": "Exile an Estate from the Supply.", + "extra": "", + "name": "Way of the Worm" + }, + "Wayfarer": { + "description": "+3 Cards
You may gain a Silver.This has the same cost as the last other card gained this turn, if any.", + "extra": "Cards that lower costs, like Bridge from Intrigue, only apply to the other card, not to Wayfarer too (though they apply to Wayfarer if no other cards have been gained yet). For example, if you play Bridge, Wayfarer costs 5 Coin; if you then buy a Silver, at that point Wayfarer costs 2 Coin, the same as Silver.Wayfarer can have a cost with Potion (from Alchemy) or Debt (from Empires) in it.Buying Animal Fair via trashing an Action card changes the cost of Wayfarer to 7 Coin, Animal Fair's cost, not to trashing an Action card.If the cost of the last card gained changes after it was gained, the cost of Wayfarer changes too. For example, if you gain a Peddler when it costs 8 Coin, and then play 2 Action cards, Peddler and therefore Wayfarer both now cost 4 Coin in the Buy phase.The cost of Wayfarer can change while resolving other cards. For example, if you play Stonemason and trash a Wayfarer which costs 6 Coin, you then gain a cheaper card such as Duchy which costs 5 Coin; then you gain a second card costing less than Wayfarer which now costs 5 Coin.", + "name": "Wayfarer" + }, "Bad Omens": { "description": "Put your deck into your discard pile. Look through it and put 2 Coppers from it onto your deck (or reveal you can't.)", "extra": "Normally you will end up with a deck consisting of two Coppers, and a discard pile with the rest of your cards. Sometimes you will only have one or no Coppers; in those cases reveal your deck to demonstrate this.", @@ -2634,6 +2989,16 @@ "extra": "Landmarks are not Kingdom cards. It is recommended that no more than two Landmarks be used per game. Players may choose how to determine what Landmarks to play with. They may shuffle them with Events and deal out 2 cards from that pile every game; they may shuffle them into the Randomizer deck and use 0-2 depending on how many come up before finding 10 Kingdom cards; or they may use any method they like.", "name": "Landmarks - Empires" }, + "menagerie events": { + "description": "Events are not Kingdom cards. In a player's Buy phase, when the player can buy a card, the player can buy an Event instead. Buying an Event means paying the cost indicated on the Event and then doing the effect of the Event. The Event just stays on the table, the player does not take it; there is no way for a player to gain one or end up with one in his deck. Buying an Event uses up a Buy; normally a player can either buy a card, or buy an Event. A player with two Buys, such as after playing Ranger, could buy two cards, or buy two Events, or buy a card and an Event (in either 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.", + "extra": "Events are special on-buy effects not attached to cards. Players can buy Events during their Buy phase to trigger whatever the effect of the Event is, as an alternative to (or in addition to) buying cards from the supply.Events are not Kingdom cards; including one or more Events in a game does not count toward the 10 Kingdom card piles the supply includes. In fact, Events are not considered \"cards\" at all. Any text referring to a \"card\" (such as instructions to \"name a card\", or cost reducers changing the cost of cards) does not apply to Events. However, for reference, the Event effects and costs are printed on cards in a landscape orientation with silver frames.Any number of Events may be used in a game, but the recommendation is to not use more than 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.", + "name": "Events - Menagerie" + }, + "menagerie ways": { + "description": "Ways are a landscape that provide alternate ways to play Action cards. When you play an Action card, instead of doing what is printed on the Action card, you may do what is printed on a Way being used in that game.Ways are not Kingdom cards, and cannot be bought. Including one or more Ways in a game does not count 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.", + "extra": "Each Way gives Action cards an additional option: you can play the Action for what it normally does, or play it to do what the Way says 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 have Way of the Sheep in a game, which says \"+2 Coin,\" then you could play a Horse and choose to get +2 Coin; if you did so, you would not get +2 Cards and +1 Action, and would not return the Horse to its pile. Ways are not Kingdom cards, and cannot be bought; they sit on the table modifying the game rules. Text below a dividing line is 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, you get +2 Coin, and then while Highway is in play, its ability makes 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 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 the Market aside. Enchantress from Empires also changes what an Action card does when played. If you are affected by Enchantress, 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 played at an unusual time, like Sheepdog, it can still be used as a 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 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.", + "name": "Ways - Menagerie" + }, "nocturne boons": { "description": "Boons are a face-down deck of landscape-style instruction cards that are revealed as needed. Generally these have effects that are good for a player.Setup: If any Kingdom cards being used have the Fate type, shuffle the Boons and put them near the Supply, and put the Will-o'-Wisp (Spirit) pile near the Supply also.
Fate cards can somehow give players Boons; all the Fate type means is that the Boons are shuffled at the start of the game.", "extra": "The phrase 'receive a Boon' means, turn over the top Boon, and follow the instructions on it. If the Boons deck is empty, first shuffle the discarded Boons to reform the deck; you may also do this any time all Boons are in their discard pile. Received Boons normally go to the Boons discard pile, but three (The Field's Gift, The Forest's Gift, and The River's Gift) go in front of a player until that turn's Clean-up.\nBoons are never in a player's deck; they are physically cards but are not 'cards' in game terms. They are thus never 'cards in play,' receiving Boons is not 'gaining a card,' and so on.\nWith the exception of the following, most Boons are so simple that they do not need additional explanation.\nThe Moon's Gift: If your discard pile is empty, this will not do anything.\nThe River's Gift: You draw the card after drawing your hand for your next turn.\nThe Sky's Gift: If you choose to do this with fewer than three cards in hand, you will discard the rest of your cards but not gain a Gold. Discarding three cards gets you one Gold, not three.", @@ -2721,5 +3086,13 @@ "notes": [ "This card is currently not used." ] + }, + "ways": { + "description": "Ways are a landscape that provide alternate ways to play Action cards. When you play an Action card, instead of doing what is printed on the Action card, you may do what is printed on a Way being used in that game.Ways are not Kingdom cards, and cannot be bought. Including one or more Ways in a game does not count 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.", + "extra": "Each Way gives Action cards an additional option: you can play the Action for what it normally does, or play it to do what the Way says 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 have Way of the Sheep in a game, which says \"+2 Coin,\" then you could play a Horse and choose to get +2 Coin; if you did so, you would not get +2 Cards and +1 Action, and would not return the Horse to its pile. Ways are not Kingdom cards, and cannot be bought; they sit on the table modifying the game rules. Text below a dividing line is 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, you get +2 Coin, and then while Highway is in play, its ability makes 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 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 the Market aside. Enchantress from Empires also changes what an Action card does when played. If you are affected by Enchantress, 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 played at an unusual time, like Sheepdog, it can still be used as a 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 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.", + "name": "Ways - All", + "notes": [ + "This card is currently not used." + ] } } diff --git a/src/domdiv/card_db/en_us/sets_en_us.json b/src/domdiv/card_db/en_us/sets_en_us.json index 7b1fe7ba..d0a4c882 100644 --- a/src/domdiv/card_db/en_us/sets_en_us.json +++ b/src/domdiv/card_db/en_us/sets_en_us.json @@ -105,6 +105,16 @@ "short_name": "Intrigue", "text_icon": "I2" }, + "menagerie": { + "set_name": "Menagerie", + "set_text": "Dominion, that’s what you’re trying to achieve. This time with animals! They each have a lesson to teach, whether it’s how to spit really far, or what kind of grass tastes the best. It’s a lot to keep track of, but you’re like an elephant: you remember everything. And you’re afraid of mice. You’ve taken up riding. Horses are intimidating; they say you can lead a horse to water, but you haven’t managed it. So you’re working your way up, starting with dogs. So far so good; the dog hasn’t bucked you off yet. Your menagerie got off to a poor start, with just a goat, two rats, and the advisor who suggested starting a menagerie. You couldn’t get that fox you wanted, but it was probably bad anyway. Now you’ve got some camels, which are just as useless for sewing as you’d been warned, and a turtle that can hold its breath for longer than anyone can stay interested. Soon the animal kingdom will be yours.\nThis is the 13th expansion to Dominion. It has 400 cards, with 30 new Kingdom cards. There are Horses that save a draw for later, Exile mats that cards can be sent to and rescued from, and Ways that give Actions another option. Events return.", + "text_icon": "M" + }, + "menagerie extras": { + "set_name": "Menagerie Extras", + "set_text": "", + "text_icon": "M" + }, "nocturne": { "set_name": "Nocturne", "set_text": "You've always been a night person; lately you've even considered becoming a vampire. There are a lot of advantages: you don't age; you don't have to see yourself in mirrors anymore; if someone asks you to do something, you can just turn into a bat, and then say, sorry, I'm a bat. There are probably some downsides though. You always think of the statue in the town square that came to life and now works as the tavern barmaid. The pedestal came to life too, so she has to hop around. The village blacksmith turns into a wolf whenever there's a full moon; when there's a crescent moon, he turns into a chihuahua. That's how this stuff goes sometimes. Still, when you breathe in the night air, you feel ready for anything.\nDominion: Nocturne, the 11th expansion to Dominion, has 500 cards, with 33 new Kingdom cards. There are Night cards, which are played after the Buy phase; Heirlooms that replace starting Coppers; Fate and Doom cards that give out Boons and Hexes; and a variety of extra cards that other cards can provide.", diff --git a/src/domdiv/card_db/en_us/types_en_us.json b/src/domdiv/card_db/en_us/types_en_us.json index 2a31d6c1..6ce53509 100644 --- a/src/domdiv/card_db/en_us/types_en_us.json +++ b/src/domdiv/card_db/en_us/types_en_us.json @@ -35,5 +35,7 @@ "Traveller": "Traveller", "Treasure": "Treasure", "Victory": "Victory", + "Way": "Way", + "Ways": "Ways", "Zombie": "Zombie" } diff --git a/src/domdiv/card_db/fr/cards_fr.json b/src/domdiv/card_db/fr/cards_fr.json index 65f39c05..2923bd46 100644 --- a/src/domdiv/card_db/fr/cards_fr.json +++ b/src/domdiv/card_db/fr/cards_fr.json @@ -1554,6 +1554,361 @@ "extra": "First draw 2 cards and get +1 Action; then put a card from your hand anywhere in your deck.The card can be one you just drew or any other card from your hand.It can go on top of your deck, on the bottom, or anywhere in-between; you can count out a specific place to put it, e.g. four cards down.If there are no cards left in your deck, the card put back becomes the only card in your deck.Where you put the card is public knowledge.You don't have to put the card into a specific spot, you can just shove it into your deck if you want.", "name": "Secret Passage" }, + "Alliance": { + "description": "Gain a Province, a Duchy, an Estate, a Gold, a Silver, and a Copper.", + "extra": "You gain each of those cards that is present in the Supply; you cannot choose not to gain one. You gain them in the order listed.", + "name": "Alliance" + }, + "Animal Fair": { + "description": "+4 Coin
+1 Buy per empty supply pile.Instead of paying this card's cost, you may trash an Action card from your hand.", + "extra": "This only checks how many piles are empty when you play it; how many +Buys you got does not change if a pile becomes empty later in the turn (or non-empty, such as due to Ambassador from Seaside).This only counts Supply piles, not non-Supply piles like Horse.When buying this card, you can trash an Action card from your hand instead of paying 7 Coin. You can only do this if you have an Action card in hand to trash. You can do this even if you do not have 7 Coin. When buying Animal Fair this way, you spend no _ Coin, but still use up a Buy.Animal Fair still has a cost of 7 Coin, regardless of how you pay for it.In games using Shelters, you can use an opening buy on Animal Fair by trashing Necropolis.", + "name": "Animal Fair" + }, + "Banish": { + "description": "Exile any number of cards with the same name from your hand.", + "extra": "For example, you could Exile three Estates from your hand.", + "name": "Banish" + }, + "Bargain": { + "description": "Gain a non-Victory card costing up to 5 coin. Each other player gains a Horse.", + "extra": "The other players gain their Horses in turn order.They cannot decline to gain one.", + "name": "Bargain" + }, + "Barge": { + "description": "Either now or at the start of your next turn,+3 Cards and +1 Buy.", + "extra": "When playing Barge, choose whether to take +3 Cards and +1 Buy immediately, or at the start of your next turn.If you choose \"immediately,\" Barge will be discarded in the same turn's Clean-up; if you choose \"next turn,\" Barge will be discarded that turn.If you play a Barge multiple times, such as with Mastermind, you choose each time whether to take +3 Cards and +1 Buy immediately or next turn, and the Barge only stays in play until next turn if at least one of the plays was for next turn (in which case the Mastermind also stays in play).", + "name": "Barge" + }, + "Black Cat": { + "description": "+2 CardsIf it isn't your turn, each other player gains a Curse.When another player gains a Victory card, you may play this from your hand.", + "extra": "When you play this on your turn, you draw 2 cards.When you play it on another player's turn - normally only possible via its reaction - you draw 2 cards, and then everyone else gains a Curse, in turn order starting with the player whose turn it is.When anyone else gains a Victory card - whether or not it is your turn - you may play this from your hand.", + "name": "Black Cat" + }, + "Bounty Hunter": { + "description": "+1 Action
Exile a card from your hand.If you didn't have a copy of it in Exile, +3 Coin.", + "extra": "First you get +1 Action and Exile a card from your hand; this is not optional.Then if that is the only copy of that card that you have in Exile, you get +3 Coin.If you can't Exile a card, you don't get +3 Coin.", + "name": "Bounty Hunter" + }, + "Camel Train": { + "description": "Exile a non-Victory card from the Supply.When you gain this, Exile a Gold from the Supply.", + "extra": "When you play this, you Exile a non-Victory card from the Supply; when you gain this, you Exile a Gold from the Supply.The Exiled cards are not available for use until discarded from the Exile mat.", + "name": "Camel Train" + }, + "Cardinal": { + "description": "+2 Coin
Each other player reveals the top 2 cards of their deck, Exiles one costing from 3 Coin to 6 Coin, and discards the rest.", + "extra": "If an attacked player reveals two cards each costing from 3 Coin to 6 Coin, that player chooses which card they Exile.", + "name": "Cardinal" + }, + "Cavalry": { + "description": "Gain 2 Horses.When you gain this, +2 Cards, +1 Buy, and if it's your Buy phase return to your Action phase.", + "extra": "When you gain Cavalry in your Buy phase, you get +2 Cards, +1 Buy, and return to your Action phase.When you gain Cavalry in a different phase or during another player's turn, you get +2 Cards and +1 Buy.+1 Buy is not useful if it is not your turn.This ability of Cavalry is not playing the Cavalry, and does not put Cavalry into play.Returning to your Action phase does not cause \"start of turn\" abilities to repeat; however when your Buy phase happens again after that, \"start of your Buy phase\" abilities can repeat.Returning to your Action phase does not give you any +Actions; you have left however many you already had left.", + "name": "Cavalry" + }, + "Commerce": { + "description": "Gain a Gold per differently named card you've gained this turn.", + "extra": "First count how many differently named cards you have gained this turn, then gain that many Golds. For example, if you have gained two Province, a Silver, and a Horse, you would gain three Golds.", + "name": "Commerce" + }, + "Coven": { + "description": "+1 Action
+2 Coin
Each other player Exiles a Curse from the Supply. If they can't, they discard their Exiled Curses.", + "extra": "Curses are Exiled in turn order; it may be that one player Exiles a Curse while another discards the Curses from their mat.", + "name": "Coven" + }, + "Delay": { + "description": "You may set aside an Action card from your hand. At the start of your next turn, play it.", + "extra": "Once you set aside the Action card, you have to play it at the start of your next turn.If you do multiple things at the start of your turn, you can order them.Playing the Action card at the start of your next turn does not use up an Action.", + "name": "Delay" + }, + "Demand": { + "description": "Gain a Horse and a card costing up to 4 coin, both onto your deck.", + "extra": "The Horse goes on top first, then the card costing up to 4 coin does.", + "name": "Demand" + }, + "Desperation": { + "description": "Once per turn: You may gain a Curse. If you do, +1 Buy and +2 Coin", + "extra": "If the Curse pile is empty, you fail to gain one and do not get +1 Buy and +2 Coin.", + "name": "Desperation" + }, + "Destrier": { + "description": "+2 Cards
+1 ActionDuring your turns, this costs 1 Coin less per card you've gained this turn.", + "extra": "Destrier costs 1 Coin less per card the player whose turn it is has gained that turn.For example, you could play a Sleigh to gain two Horses, then use Workshop to gain a Destrier, as it would cost 4 Coin.Destrier only cares about cards gained by the player whose turn it is; for example, playing Witch to give other players Curses will not lower its cost.", + "name": "Destrier" + }, + "Displace": { + "description": "Exile a card from your hand. Gain a differently named card costing up to 2 Coin more than it.", + "extra": "The card you gain does not have to cost more than the card you Exiled.For example, you could Exile a Province and gain a Gold.", + "name": "Displace" + }, + "Enclave": { + "description": "Gain a Gold. Exile a Duchy from the Supply.", + "extra": "The Duchy goes directly from the Duchy pile to your Exile mat.", + "name": "Enclave" + }, + "Enhance": { + "description": "You may trash a non-Victory card from your hand, to gain a card costing up to 2 coin more than it.", + "extra": "If you trash a card, you must gain a card costing up to 2 coin more than it.", + "name": "Enhance" + }, + "Falconer": { + "description": "Gain a card to your hand costing less than this.When any player gains a card with 2 or more types (Action, Attack, etc.), you may play this from your hand.", + "extra": "This can only gain cards from the Supply.You can react with this to any gained card with 2 or more types; it can be a card that was bought, or a card gained some other way, such as via a Falconer.You can do this regardless of who gained the card - you or anyone else - and regardless of whose turn it is.The types are the words on the bottom line – including Action, Attack, Curse, Duration, Reaction, Treasure, and Victory (with more in other expansions).If you gain a Falconer to your hand - such as via Artisan - you can react to that gain and play it, since it has two types.", + "name": "Falconer" + }, + "Fisherman": { + "description": "+1 Card
+1 Action
+1 CoinDuring your turns, if your discard pile is empty, this costs 3 Coin less.", + "extra": "This costs 5 Coin normally, but 2 Coin whenever the player whose turn it is has an empty discard pile.If you have and two Buys with an empty discard pile, you can buy Fisherman for 2 Coin, but then you will no longer have an empty discard pile, so you cannot buy a second for 2 Coin.", + "name": "Fisherman" + }, + "Gamble": { + "description": "+1 BuyReveal the top card of your deck. If it's a Treasure or Action, you may play it. Otherwise, discard it.", + "extra": "If you don't play the card, you discard it, whether or not it's a Treasure or Action.", + "name": "Gamble" + }, + "GateKeeper": { + "description": "At the start of your next turn, +3 Coin. Until then, when another player gains an Action or Treasure card they don't have an Exiled copy of, they Exile it.", + "extra": "While under this attack, whenever you gain an Action or Treasure that you do not have a copy of on your Exile mat, you Exile the gained card.Gaining a card that you do have a copy of on your Exile mat is unaffected, and lets you discard copies from your Exile mat if you want to as usual.Other abilities that happen when you gain a card happen at the same time, and you can only put the card on your mat if it has not moved anywhere since gaining it; so you can, for example, use a Sleigh to put a gained card into your hand, then fail to put it on your Exile mat.Gatekeeper only Exiles Actions and Treasures, it does not Exile, for example, Province.It only cares about cards in Exile, it does not care how they got there.", + "name": "GateKeeper" + }, + "Goatheard": { + "description": "+1 ActionYou may trash a card from your hand.+1 Card per card the player to your right trashed on their last turn.", + "extra": "You draw cards even if you did not trash a card.One way to keep count of the number of cards trashed is to put them on the trash sideways.", + "name": "Goatheard" + }, + "Groom": { + "description": "Gain a card costing up to 4 Coin If it's an...Action card, gain a Horse;Treasure card, gain a Silver;Victory card, +1 Card and +1 Action.", + "extra": "First gain a card, then apply the bonuses in the order listed.A card can give you multiple bonuses; for example, if you gain a Mill (from Intrigue), you gain a Horse and then get +1 Card and +1 Action.", + "name": "Groom" + }, + "Horse": { + "description": "+2 Cards
+1 ActionReturn this to its pile.(This is not in the Supply.)", + "extra": "It is a one-shot non-terminal draw card, similar to Experiment from Renaissance; but unlike Experiment, it is not in the supply, and therefore can only be gained in more restricted ways.", + "name": "Horse" + }, + "Hostelry": { + "description": "+1 Card
+2 ActionsWhen you gain this, you may discard any number of Treasures, revealed, to gain that many Horses.", + "extra": "When you gain this, you may discard any number of Treasure cards from your hand, to gain that many Horses from their pile.Reveal the discarded Treasure cards.You do not have to discard anything, and cannot discard anything but Treasures.", + "name": "Hostelry" + }, + "Hunting Lodge": { + "description": "+1 Card
+2 Actions
You may discard your hand for +5 Cards.", + "extra": "When you play this, first draw a card and get +2 Actions; then decide if you want to discard your hand (which will include the card you just drew).If you do discard your hand, draw 5 cards (which may cause you to shuffle in the discarded cards).", + "name": "Hunting Lodge" + }, + "Invest": { + "description": "Exile an Action card from the Supply. While it's in Exile, when another player gains or Invests in a copy of it, +2 Cards.", + "extra": "It only matters if the card you Exile is an Action, not if the whole pile is.While the card is Exiled, you draw 2 cards each time another player gains a copy of it, or uses Invest to Exile a copy of it.This is not optional.This is cumulative; if you Invest twice in the same card, you will get +4 Cards each time someone else gains a copy or Invests in it.If the game has another way to Exile cards, keep the Invested ones separate from the other ones; for example, you can put them half under the mat.Those other Exiled cards were not Invested and do not draw you cards.Cards Exiled with Invest can be discarded from the mat in the normal way, by gaining another copy of the card; then you will no longer draw cards for players gaining/Investing in them.", + "name": "Invest" + }, + "Kiln": { + "description": "+2 Coin
The next time you play a card this turn, you may first gain a copy of it.", + "extra": "Kiln can gain any type of card, as long as the card is played directly after Kiln.It can only gain cards from the Supply.You (optionally) gain a copy of the card before following the instructions on the card.If the card is an Attack and other players want to use cards like Moat, you gain the card before they choose to use Moat or not.If you Throne Room a Kiln, you will play Kiln, play Kiln again, first gaining a Kiln (optionally), and then can still gain a copy of the next card you play after that.If the next card you play is an Action and you use a Way for it, that has no special interaction with Kiln; you still may optionally gain a copy of that card.", + "name": "Kiln" + }, + "Livery": { + "description": "+3 Coin
This turn, when you gain a card costing 4 Coin or more, gain a Horse.", + "extra": "This is cumulative; for example, if you use Mastermind to play a Livery three times, then each card you gain that turn costing 4 Coin or more will come with three Horses.Livery works on cards gained via buying them, and cards gained other ways.", + "name": "Livery" + }, + "March": { + "description": "Look through your discard pile. You may play an Action card from it.", + "extra": "Normally you cannot look through your discard pile, so you cannot look to see if you want to buy March or not.Once you buy March, you look through your discard pile, and then have the option of playing an Action card from it.This does not use up an Action.", + "name": "March" + }, + "Mastermind": { + "description": "At the start of your next turn, you may play an Action card from your hand three times.", + "extra": "Playing an Action card via this is optional. If you do play one, you resolve the card completely, then play it a second time, then play it a third time, without playing other cards in-between (unless told to by a card).Playing these Actions does not use up Action plays. For example, if you Mastermind a Bounty Hunter, you will get +3 Actions total, and be able to play 4 Action cards after that - your normal one, plus 3 more for the +3 Actions.If a Mastermind plays a Duration card, the Mastermind stays in play as long as the Duration card does.If a Mastermind plays another Mastermind, both will stay in play, and the turn after that you can play three different Action cards from your hand three times each.If you Mastermind a Horse, you will get +2 Cards and +1 Action, return the Horse to its pile, get +2 Cards and +1 Action, fail to return the Horse since you already did, and get +2 Cards and +1 Action a third time and fail to return the Horse again.", + "name": "Mastermind" + }, + "Paddock": { + "description": "+2 Coin
Gain 2 Horses.
+1 Action per empty Supply pile.", + "extra": "This only checks how many piles are empty when you play it; how many +Actions you got does not change if a pile becomes empty later in the turn (or non-empty, such as due to Ambassador from Seaside).This only counts Supply piles, not non-Supply piles like Horse.", + "name": "Paddock" + }, + "Populate": { + "description": "Gain one card from each Action Supply pile.", + "extra": "You gain the top card from each Action pile in the Supply; you do not gain non-supply cards like Horse, or non-Action cards like Stockpile.If there are different cards in an Action pile, like the Knights (from Dark Ages), you just get the top one.If a pile is empty, you do not gain one of those.You choose the order to gain the cards, which sometimes matters; normally you can pick up a card from each pile and then choose what order to gain them in.For piles with different cards, the pile is an Action pile if the randomizer is an Action; so, Castles (from Empires) are not one.If you gain Cavalry or Villa (from Empires) with Populate, you return to your Action phase right then, but still finish gaining cards from Populate before doing more things.", + "name": "Populate" + }, + "Pursue": { + "description": "+1 BuyName a card. Reveal the top 4 cards from your deck. Put the matches back and discard the rest.", + "extra": "You can name a card that is not in the game; all four cards will be discarded.", + "name": "Pursue" + }, + "Reap": { + "description": "Gain a Gold. Set it aside. If you do, at the start of your next turn, play it.", + "extra": "This means you will start your next turn with a Gold in play and +3 Coin from it.You discard the Gold that turn as normal.If multiple things happen at the start of your turn, you can order them.This does not skip your Action phase.", + "name": "Reap" + }, + "Ride": { + "description": "Gain a Horse.", + "extra": "You simply gain a Horse.", + "name": "Ride" + }, + "Sanctuary": { + "description": "+1 Card
+1 Action
+1 Buy
You may Exile a card from your hand.", + "extra": "Exiling a card is optional.", + "name": "Sanctuary" + }, + "Scrap": { + "description": "Trash a card from your hand.Choose a different thing per 1 Coin it costs: +1 Card; +1 Action; +1 Buy; +1 Coin; gain a Silver; gain a Horse.", + "extra": "First trash a card, then choose a different bonus per 1 Coin the card cost, then do them in the order listed.So you might trash an Estate, choose +1 Card and \"gain a Horse,\" then draw a card and then gain the Horse.", + "name": "Scrap" + }, + "Seize the Day": { + "description": "Once per game: Take an extra turn after this one.", + "extra": "The extra turn is like a normal turn, except that it does not count for the tiebreaker.", + "name": "Seize the Day" + }, + "Sheepdog": { + "description": "+2 CardsWhen you gain a card, you may play this from your hand.", + "extra": "You can use this when gaining a card due to buying it, when gaining a card some other way such as due to Falconer, and even when gaining a card on another player's turn, such as due to Black Cat.Remember that when you buy a card, you can no longer play Treasures in that Buy phase.If you gain a Sheepdog to your hand - such as via Falconer - you can react to that gain and play the Sheepdog.f you gain a card with a \"when you gain\" clause, you can choose to resolve that before or after reacting with Sheepdog, for example, if you gain Hostelry, you can choose to discard Treasures for Horses before or after reacting with Sheepdog.", + "name": "Sheepdog" + }, + "Sleigh": { + "description": "Gain 2 Horses.When you gain a card, you may discard this, to put that card into your hand or onto your deck.", + "extra": "You can move the gained card from your discard pile even though you discarded Sleigh on top of it.If a gained card goes directly to somewhere other than your discard pile (for example, the Silver gained from Bureaucrat), Sleigh can still move it to your hand or the top of your deck.If something else has moved the card since it was gained, Sleigh cannot move it.", + "name": "Sleigh" + }, + "Snowy Village": { + "description": "+1 Card
+4 Actions
+1 Buy
Ignore any further +Actions you get this turn.", + "extra": "Any extra Actions you already had before playing this do not go away; for example, if you play Village and then Snowy Village, you can play 5 more Actions after that.Any further +Actions you would get that turn, you do not, including from playing another Snowy Village or converting Villagers (from Renaissance).This does not stop you from playing more cards via cards that tell you to play cards, such as Throne Room.You can convert Villagers between drawing the card and reaching the last sentence which prevents further +Actions.", + "name": "Snowy Village" + }, + "Stampede": { + "description": "If you have 5 or fewer cards in play, gain 5 Horses onto your deck.", + "extra": "It does not matter how many cards you played that turn, only how many you have in play when buying Stampede. If there are fewer than 5 Horses left in the pile, just gain as many as you can.", + "name": "Stampede" + }, + "Stockpile": { + "description": "3 <*COIN*>

+1 BuyWhen you play this, Exile it.", + "extra": "This is a Treasure worth 3 coin, like Gold; you play it in your Buy phase.When you play this, you also get +1 Buy, and put this on your Exile mat.If you play this twice with a card like Crown (from Empires), you will get +6 coin and +2 Buys total, even though you could only Exile it once.", + "name": "Stockpile" + }, + "Supplies": { + "description": "1 <*COIN*>

When you play this, gain a Horse onto your deck.", + "extra": "This is a Treasure worth 1 Coin, like Copper; you play it in your Buy phase.When you play this, gain a Horse, putting it directly onto your deck.", + "name": "Supplies" + }, + "Toil": { + "description": "+1 BuyYou may play an Action card from your hand.", + "extra": "Playing an Action card this way does not use up an Action.", + "name": "Toil" + }, + "Transport": { + "description": "Choose one: Exile an Action card from the Supply; or put an Action card you have in Exile onto your deck.", + "extra": "It only matters if the card is an Action, not if the whole pile is.This can take Action cards from your Exile mat that were put there by other cards.", + "name": "Transport" + }, + "Village Green": { + "description": "Either now or at the start of your next turn, +1 Card and +2 Actions.When you discard this other than during Clean-up, you may reveal it to play it.", + "extra": "When playing Village Green, choose whether to take +1 Card and +2 Actions immediately, or at the start of your next turn.If you choose \"immediately,\" Village Green will be discarded in the same turn's Clean-up; if you choose \"next turn,\" Village Green will be discarded that turn.If you play a Village Green multiple times, such as with Mastermind, you choose each time whether to take +1 Card and +2 Actions immediately or next turn, and the Village Green only stays in play until next turn if at least one of the plays was for next turn (in which case the Mastermind also stays in play).Village Green also lets you play it when you discard it, other than in Clean-up.You can only discard Village Green if something causes you to or lets you, and discarding it only lets you play it once (each time you discard it). This works whether it is your turn or another player's, and whether you discard it from your hand, or deck (such as with Cardinal), or from being set aside, or from Exile. This ability does not function if Village Green is put into your discard pile without being discarded, such as when bought, or due to Scavenger (from Dark Ages). The key thing to look for is a card telling you to \"discard\" cards.If you play Village Green when it is not your turn, and choose to take the +1 Card and +2 Actions immediately, the +2 Actions will not be useful.If you play Vassal and discard Village Green, you can react with Village Green to play it, and then Vassal lets you play it too. Vassal is discarded during from play that turn, regardless of whether Village Green stays out.", + "name": "Village Green" + }, + "Way of the Butterfly": { + "description": "You may return this to its pile to gain a card costing exactly 1 coin more than it.", + "extra": "You only gain a card if you manage to return the card to its pile. A non-Supply card (like HorseHorse.jpg) can return to its pile; a card with no pile, such as Necropolis (from Dark Ages), fails to return to its pile. The card you gain comes from the Supply, and can be any type; if there is no card in the Supply costing exactly more than the returned card, you do not gain one.", + "name": "Way of the Butterfly" + }, + "Way of the Camel": { + "description": "Exile a Gold from the Supply.", + "extra": "", + "name": "Way of the Camel" + }, + "Way of the Chameleon": { + "description": "Follow this card's instructions; each time that would give you +Cards this turn, you get +_ Coin instead, and vice-versa.", + "extra": "For example, if you play Sheepdog and use Way of the Chameleon, you will get +2 Coin instead of +2 Cards.If you play a Duration card using Way of the Chameleon, only the +_ Coin and +Cards you get that turn are affected; for example, if you play Merchant Ship (from Seaside) and use Way of the Chameleon, you will get +2 Cards this turn, but the normal +2 Coin next turn.This turns \"+Cards\" into \"+Coin\" and vice-versa, but does not change other ways to draw cards, for example, \"draw until you have 6 cards in hand.\"If the card that uses Way of the Chameleon plays another card, that card just does what it normally does (unless you use Way of the Chameleon on it as well).", + "name": "Way of the Chameleon" + }, + "Way of the Frog": { + "description": "+1 ActionWhen you discard this from play this turn, put it onto your deck.", + "extra": "", + "name": "Way of the Frog" + }, + "Way of the Goat": { + "description": "Trash a card from your hand.", + "extra": "", + "name": "Way of the Goat" + }, + "Way of the Horse": { + "description": "+2 Cards
+1 ActionReturn this to its pile.", + "extra": "The card returns to its pile, even if that is a non-Supply pile. A card with no pile, such as Necropolis (from Dark Ages), fails to return to its pile.If you use a card like Necromancer to play another card without moving it into play, and use Way of the Horse, that card does not move to its pile.Failing to return a card to a pile does not stop you from getting +2 Cards and +1 Action.", + "name": "Way of the Horse" + }, + "Way of the Mole": { + "description": "+1 Action
Discard your hand. +3 Cards.", + "extra": "You draw 3 cards even if you did not have any cards left to discard.", + "name": "Way of the Mole" + }, + "Way of the Monkey": { + "description": "+1 Buy
+1 Coin", + "extra": "", + "name": "Way of the Monkey" + }, + "Way of the Mouse": { + "description": "Play the set-aside card, leaving it there.Setup: Set aside an unused Action costing 2 Coin or 3 Coin.", + "extra": "Set aside any unused Action kingdom card costing 2 Coin or 3 Coin at the start of the game. Do any setup that that card requires.When using Way of the Mouse, you play the set-aside card, leaving it set-aside. For example, if you set aside Sleigh, then any Action card could be used to gain 2 Horses.The set-aside card cannot move itself when played, since it is not in play; for example, if the card is Embargo (from Seaside), it cannot be trashed.Text below a dividing line (other than setup) will not do anything.", + "name": "Way of the Mouse" + }, + "Way of the Mule": { + "description": "+1 Action
+1 Coin", + "extra": "", + "name": "Way of the Mule" + }, + "Way of the Otter": { + "description": "+2 Cards", + "extra": "", + "name": "Way of the Otter" + }, + "Way of the Owl": { + "description": "Draw until you have 6 cards in hand.", + "extra": "If you already have 6 or more cards in hand, you do not draw any cards.", + "name": "Way of the Owl" + }, + "Way of the Ox": { + "description": "+2 Actions", + "extra": "", + "name": "Way of the Ox" + }, + "Way of the Pig": { + "description": "+1 Card
+1 Action", + "extra": "", + "name": "Way of the Pig" + }, + "Way of the Rat": { + "description": "You may discard a Treasure to gain a copy of this.", + "extra": "This can only gain cards from the Supply.", + "name": "Way of the Rat" + }, + "Way of the Seal": { + "description": "+1 Coin
This turn, when you gain a card, you may put it onto your deck.", + "extra": "This applies to all gained cards, whether bought or otherwise gained.The card first is gained to wherever it normally would be, then you can move it onto your deck. If it moves somewhere else in-between (for example, trashing it using Watchtower from Prosperity), you cannot move it.", + "name": "Way of the Seal" + }, + "Way of the Sheep": { + "description": "+2 Coin", + "extra": "", + "name": "Way of the Sheep" + }, + "Way of the Squirrel": { + "description": "+2 Cards at the end of this turn.", + "extra": "Normally you get the two cards after drawing your hand in Clean-up. If you use this when it is not your turn (such as via Black Cat), you still draw two cards at the end of the turn.", + "name": "Way of the Squirrel" + }, + "Way of the Turtle": { + "description": "Set this aside. If you did, play it at the start of your next turn.", + "extra": "When you play the card at the start of your next turn, you can again use Way of the Turtle, delaying it another turn. You can keep doing this.Playing the card next turn does not use up an Action then. If you use a card like Throne Room to play a card twice, and then use Way of the Turtle, this does not cause the Throne Room to be set aside, or to stay in play as with Duration cards.If you use a card like Throne Room to play a card twice, and choose Way of the Turtle both times, you still only get one play at the start of your next turn, as you were not able to set it aside the second time.", + "name": "Way of the Turtle" + }, + "Way of the Worm": { + "description": "Exile an Estate from the Supply.", + "extra": "", + "name": "Way of the Worm" + }, + "Wayfarer": { + "description": "+3 Cards
You may gain a Silver.This has the same cost as the last other card gained this turn, if any.", + "extra": "Cards that lower costs, like Bridge from Intrigue, only apply to the other card, not to Wayfarer too (though they apply to Wayfarer if no other cards have been gained yet). For example, if you play Bridge, Wayfarer costs 5 Coin; if you then buy a Silver, at that point Wayfarer costs 2 Coin, the same as Silver.Wayfarer can have a cost with Potion (from Alchemy) or Debt (from Empires) in it.Buying Animal Fair via trashing an Action card changes the cost of Wayfarer to 7 Coin, Animal Fair's cost, not to trashing an Action card.If the cost of the last card gained changes after it was gained, the cost of Wayfarer changes too. For example, if you gain a Peddler when it costs 8 Coin, and then play 2 Action cards, Peddler and therefore Wayfarer both now cost 4 Coin in the Buy phase.The cost of Wayfarer can change while resolving other cards. For example, if you play Stonemason and trash a Wayfarer which costs 6 Coin, you then gain a cheaper card such as Duchy which costs 5 Coin; then you gain a second card costing less than Wayfarer which now costs 5 Coin.", + "name": "Wayfarer" + }, "Bad Omens": { "description": "Put your deck into your discard pile. Look through it and put 2 Coppers from it onto your deck (or reveal you can't.)", "extra": "Normally you will end up with a deck consisting of two Coppers, and a discard pile with the rest of your cards. Sometimes you will only have one or no Coppers; in those cases reveal your deck to demonstrate this.", @@ -2634,6 +2989,16 @@ "extra": "Landmarks are not Kingdom cards. It is recommended that no more than two Landmarks be used per game. Players may choose how to determine what Landmarks to play with. They may shuffle them with Events and deal out 2 cards from that pile every game; they may shuffle them into the Randomizer deck and use 0-2 depending on how many come up before finding 10 Kingdom cards; or they may use any method they like.", "name": "Landmarks - Empires" }, + "menagerie events": { + "description": "Events are not Kingdom cards. In a player's Buy phase, when the player can buy a card, the player can buy an Event instead. Buying an Event means paying the cost indicated on the Event and then doing the effect of the Event. The Event just stays on the table, the player does not take it; there is no way for a player to gain one or end up with one in his deck. Buying an Event uses up a Buy; normally a player can either buy a card, or buy an Event. A player with two Buys, such as after playing Ranger, could buy two cards, or buy two Events, or buy a card and an Event (in either 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.", + "extra": "Events are special on-buy effects not attached to cards. Players can buy Events during their Buy phase to trigger whatever the effect of the Event is, as an alternative to (or in addition to) buying cards from the supply.Events are not Kingdom cards; including one or more Events in a game does not count toward the 10 Kingdom card piles the supply includes. In fact, Events are not considered \"cards\" at all. Any text referring to a \"card\" (such as instructions to \"name a card\", or cost reducers changing the cost of cards) does not apply to Events. However, for reference, the Event effects and costs are printed on cards in a landscape orientation with silver frames.Any number of Events may be used in a game, but the recommendation is to not use more than 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.", + "name": "Events - Menagerie" + }, + "menagerie ways": { + "description": "Ways are a landscape that provide alternate ways to play Action cards. When you play an Action card, instead of doing what is printed on the Action card, you may do what is printed on a Way being used in that game.Ways are not Kingdom cards, and cannot be bought. Including one or more Ways in a game does not count 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.", + "extra": "Each Way gives Action cards an additional option: you can play the Action for what it normally does, or play it to do what the Way says 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 have Way of the Sheep in a game, which says \"+2 Coin,\" then you could play a Horse and choose to get +2 Coin; if you did so, you would not get +2 Cards and +1 Action, and would not return the Horse to its pile. Ways are not Kingdom cards, and cannot be bought; they sit on the table modifying the game rules. Text below a dividing line is 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, you get +2 Coin, and then while Highway is in play, its ability makes 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 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 the Market aside. Enchantress from Empires also changes what an Action card does when played. If you are affected by Enchantress, 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 played at an unusual time, like Sheepdog, it can still be used as a 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 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.", + "name": "Ways - Menagerie" + }, "nocturne boons": { "description": "Boons are a face-down deck of landscape-style instruction cards that are revealed as needed. Generally these have effects that are good for a player.Setup: If any Kingdom cards being used have the Fate type, shuffle the Boons and put them near the Supply, and put the Will-o'-Wisp (Spirit) pile near the Supply also.
Fate cards can somehow give players Boons; all the Fate type means is that the Boons are shuffled at the start of the game.", "extra": "The phrase 'receive a Boon' means, turn over the top Boon, and follow the instructions on it. If the Boons deck is empty, first shuffle the discarded Boons to reform the deck; you may also do this any time all Boons are in their discard pile. Received Boons normally go to the Boons discard pile, but three (The Field's Gift, The Forest's Gift, and The River's Gift) go in front of a player until that turn's Clean-up.\nBoons are never in a player's deck; they are physically cards but are not 'cards' in game terms. They are thus never 'cards in play,' receiving Boons is not 'gaining a card,' and so on.\nWith the exception of the following, most Boons are so simple that they do not need additional explanation.\nThe Moon's Gift: If your discard pile is empty, this will not do anything.\nThe River's Gift: You draw the card after drawing your hand for your next turn.\nThe Sky's Gift: If you choose to do this with fewer than three cards in hand, you will discard the rest of your cards but not gain a Gold. Discarding three cards gets you one Gold, not three.", diff --git a/src/domdiv/card_db/fr/sets_fr.json b/src/domdiv/card_db/fr/sets_fr.json index aa8ee9a5..7c646e9f 100644 --- a/src/domdiv/card_db/fr/sets_fr.json +++ b/src/domdiv/card_db/fr/sets_fr.json @@ -135,5 +135,15 @@ "set_name": "Rivages", "set_text": "All you ask is a tall ship and a star to steer her by. And someone who knows how to steer ships using stars. You finally got some of those rivers you'd wanted, and they led to the sea. These are dangerous, pirate-infested waters, and you cautiously send rat-infested ships across them, to establish lucrative trade at far-off merchant-infested ports. First, you will take over some islands, as a foothold. The natives seem friendly enough, crying their peace cries, and giving you spears and poison darts before you are even close enough to accept them properly. When you finally reach those ports you will conquer them, and from there you will look for more rivers. One day, all the rivers will be yours.\nThis is the 2nd addition to Dominion. It adds 26 new Kingdom cards to Dominion. Its central theme is your next turn; there are cards that do something this turn and next, cards that set up your next turn, and other ways to step outside of the bounds of a normal turn.", "text_icon": "R" + }, + "menagerie": { + "set_name": "Menagerie", + "text_icon": "M", + "set_text": "Dominion, that’s what you’re trying to achieve. This time with animals! They each have a lesson to teach, whether it’s how to spit really far, or what kind of grass tastes the best. It’s a lot to keep track of, but you’re like an elephant: you remember everything. And you’re afraid of mice. You’ve taken up riding. Horses are intimidating; they say you can lead a horse to water, but you haven’t managed it. So you’re working your way up, starting with dogs. So far so good; the dog hasn’t bucked you off yet. Your menagerie got off to a poor start, with just a goat, two rats, and the advisor who suggested starting a menagerie. You couldn’t get that fox you wanted, but it was probably bad anyway. Now you’ve got some camels, which are just as useless for sewing as you’d been warned, and a turtle that can hold its breath for longer than anyone can stay interested. Soon the animal kingdom will be yours.\nThis is the 13th expansion to Dominion. It has 400 cards, with 30 new Kingdom cards. There are Horses that save a draw for later, Exile mats that cards can be sent to and rescued from, and Ways that give Actions another option. Events return." + }, + "menagerie extras": { + "set_name": "Menagerie Extras", + "text_icon": "M", + "set_text": "" } } diff --git a/src/domdiv/card_db/fr/types_fr.json b/src/domdiv/card_db/fr/types_fr.json index fca12f95..c7810e53 100644 --- a/src/domdiv/card_db/fr/types_fr.json +++ b/src/domdiv/card_db/fr/types_fr.json @@ -35,5 +35,7 @@ "Treasure": "Trésor", "Victory": "Victoire", "Zombie": "Zombie", - "Projects": "Projects" + "Projects": "Projects", + "Way": "Way", + "Ways": "Ways" } diff --git a/src/domdiv/card_db/it/cards_it.json b/src/domdiv/card_db/it/cards_it.json index 40b2140a..77551edf 100644 --- a/src/domdiv/card_db/it/cards_it.json +++ b/src/domdiv/card_db/it/cards_it.json @@ -1554,6 +1554,361 @@ "extra": "First draw 2 cards and get +1 Action; then put a card from your hand anywhere in your deck.The card can be one you just drew or any other card from your hand.It can go on top of your deck, on the bottom, or anywhere in-between; you can count out a specific place to put it, e.g. four cards down.If there are no cards left in your deck, the card put back becomes the only card in your deck.Where you put the card is public knowledge.You don't have to put the card into a specific spot, you can just shove it into your deck if you want.", "name": "Secret Passage" }, + "Alliance": { + "description": "Gain a Province, a Duchy, an Estate, a Gold, a Silver, and a Copper.", + "extra": "You gain each of those cards that is present in the Supply; you cannot choose not to gain one. You gain them in the order listed.", + "name": "Alliance" + }, + "Animal Fair": { + "description": "+4 Coin
+1 Buy per empty supply pile.Instead of paying this card's cost, you may trash an Action card from your hand.", + "extra": "This only checks how many piles are empty when you play it; how many +Buys you got does not change if a pile becomes empty later in the turn (or non-empty, such as due to Ambassador from Seaside).This only counts Supply piles, not non-Supply piles like Horse.When buying this card, you can trash an Action card from your hand instead of paying 7 Coin. You can only do this if you have an Action card in hand to trash. You can do this even if you do not have 7 Coin. When buying Animal Fair this way, you spend no _ Coin, but still use up a Buy.Animal Fair still has a cost of 7 Coin, regardless of how you pay for it.In games using Shelters, you can use an opening buy on Animal Fair by trashing Necropolis.", + "name": "Animal Fair" + }, + "Banish": { + "description": "Exile any number of cards with the same name from your hand.", + "extra": "For example, you could Exile three Estates from your hand.", + "name": "Banish" + }, + "Bargain": { + "description": "Gain a non-Victory card costing up to 5 coin. Each other player gains a Horse.", + "extra": "The other players gain their Horses in turn order.They cannot decline to gain one.", + "name": "Bargain" + }, + "Barge": { + "description": "Either now or at the start of your next turn,+3 Cards and +1 Buy.", + "extra": "When playing Barge, choose whether to take +3 Cards and +1 Buy immediately, or at the start of your next turn.If you choose \"immediately,\" Barge will be discarded in the same turn's Clean-up; if you choose \"next turn,\" Barge will be discarded that turn.If you play a Barge multiple times, such as with Mastermind, you choose each time whether to take +3 Cards and +1 Buy immediately or next turn, and the Barge only stays in play until next turn if at least one of the plays was for next turn (in which case the Mastermind also stays in play).", + "name": "Barge" + }, + "Black Cat": { + "description": "+2 CardsIf it isn't your turn, each other player gains a Curse.When another player gains a Victory card, you may play this from your hand.", + "extra": "When you play this on your turn, you draw 2 cards.When you play it on another player's turn - normally only possible via its reaction - you draw 2 cards, and then everyone else gains a Curse, in turn order starting with the player whose turn it is.When anyone else gains a Victory card - whether or not it is your turn - you may play this from your hand.", + "name": "Black Cat" + }, + "Bounty Hunter": { + "description": "+1 Action
Exile a card from your hand.If you didn't have a copy of it in Exile, +3 Coin.", + "extra": "First you get +1 Action and Exile a card from your hand; this is not optional.Then if that is the only copy of that card that you have in Exile, you get +3 Coin.If you can't Exile a card, you don't get +3 Coin.", + "name": "Bounty Hunter" + }, + "Camel Train": { + "description": "Exile a non-Victory card from the Supply.When you gain this, Exile a Gold from the Supply.", + "extra": "When you play this, you Exile a non-Victory card from the Supply; when you gain this, you Exile a Gold from the Supply.The Exiled cards are not available for use until discarded from the Exile mat.", + "name": "Camel Train" + }, + "Cardinal": { + "description": "+2 Coin
Each other player reveals the top 2 cards of their deck, Exiles one costing from 3 Coin to 6 Coin, and discards the rest.", + "extra": "If an attacked player reveals two cards each costing from 3 Coin to 6 Coin, that player chooses which card they Exile.", + "name": "Cardinal" + }, + "Cavalry": { + "description": "Gain 2 Horses.When you gain this, +2 Cards, +1 Buy, and if it's your Buy phase return to your Action phase.", + "extra": "When you gain Cavalry in your Buy phase, you get +2 Cards, +1 Buy, and return to your Action phase.When you gain Cavalry in a different phase or during another player's turn, you get +2 Cards and +1 Buy.+1 Buy is not useful if it is not your turn.This ability of Cavalry is not playing the Cavalry, and does not put Cavalry into play.Returning to your Action phase does not cause \"start of turn\" abilities to repeat; however when your Buy phase happens again after that, \"start of your Buy phase\" abilities can repeat.Returning to your Action phase does not give you any +Actions; you have left however many you already had left.", + "name": "Cavalry" + }, + "Commerce": { + "description": "Gain a Gold per differently named card you've gained this turn.", + "extra": "First count how many differently named cards you have gained this turn, then gain that many Golds. For example, if you have gained two Province, a Silver, and a Horse, you would gain three Golds.", + "name": "Commerce" + }, + "Coven": { + "description": "+1 Action
+2 Coin
Each other player Exiles a Curse from the Supply. If they can't, they discard their Exiled Curses.", + "extra": "Curses are Exiled in turn order; it may be that one player Exiles a Curse while another discards the Curses from their mat.", + "name": "Coven" + }, + "Delay": { + "description": "You may set aside an Action card from your hand. At the start of your next turn, play it.", + "extra": "Once you set aside the Action card, you have to play it at the start of your next turn.If you do multiple things at the start of your turn, you can order them.Playing the Action card at the start of your next turn does not use up an Action.", + "name": "Delay" + }, + "Demand": { + "description": "Gain a Horse and a card costing up to 4 coin, both onto your deck.", + "extra": "The Horse goes on top first, then the card costing up to 4 coin does.", + "name": "Demand" + }, + "Desperation": { + "description": "Once per turn: You may gain a Curse. If you do, +1 Buy and +2 Coin", + "extra": "If the Curse pile is empty, you fail to gain one and do not get +1 Buy and +2 Coin.", + "name": "Desperation" + }, + "Destrier": { + "description": "+2 Cards
+1 ActionDuring your turns, this costs 1 Coin less per card you've gained this turn.", + "extra": "Destrier costs 1 Coin less per card the player whose turn it is has gained that turn.For example, you could play a Sleigh to gain two Horses, then use Workshop to gain a Destrier, as it would cost 4 Coin.Destrier only cares about cards gained by the player whose turn it is; for example, playing Witch to give other players Curses will not lower its cost.", + "name": "Destrier" + }, + "Displace": { + "description": "Exile a card from your hand. Gain a differently named card costing up to 2 Coin more than it.", + "extra": "The card you gain does not have to cost more than the card you Exiled.For example, you could Exile a Province and gain a Gold.", + "name": "Displace" + }, + "Enclave": { + "description": "Gain a Gold. Exile a Duchy from the Supply.", + "extra": "The Duchy goes directly from the Duchy pile to your Exile mat.", + "name": "Enclave" + }, + "Enhance": { + "description": "You may trash a non-Victory card from your hand, to gain a card costing up to 2 coin more than it.", + "extra": "If you trash a card, you must gain a card costing up to 2 coin more than it.", + "name": "Enhance" + }, + "Falconer": { + "description": "Gain a card to your hand costing less than this.When any player gains a card with 2 or more types (Action, Attack, etc.), you may play this from your hand.", + "extra": "This can only gain cards from the Supply.You can react with this to any gained card with 2 or more types; it can be a card that was bought, or a card gained some other way, such as via a Falconer.You can do this regardless of who gained the card - you or anyone else - and regardless of whose turn it is.The types are the words on the bottom line – including Action, Attack, Curse, Duration, Reaction, Treasure, and Victory (with more in other expansions).If you gain a Falconer to your hand - such as via Artisan - you can react to that gain and play it, since it has two types.", + "name": "Falconer" + }, + "Fisherman": { + "description": "+1 Card
+1 Action
+1 CoinDuring your turns, if your discard pile is empty, this costs 3 Coin less.", + "extra": "This costs 5 Coin normally, but 2 Coin whenever the player whose turn it is has an empty discard pile.If you have and two Buys with an empty discard pile, you can buy Fisherman for 2 Coin, but then you will no longer have an empty discard pile, so you cannot buy a second for 2 Coin.", + "name": "Fisherman" + }, + "Gamble": { + "description": "+1 BuyReveal the top card of your deck. If it's a Treasure or Action, you may play it. Otherwise, discard it.", + "extra": "If you don't play the card, you discard it, whether or not it's a Treasure or Action.", + "name": "Gamble" + }, + "GateKeeper": { + "description": "At the start of your next turn, +3 Coin. Until then, when another player gains an Action or Treasure card they don't have an Exiled copy of, they Exile it.", + "extra": "While under this attack, whenever you gain an Action or Treasure that you do not have a copy of on your Exile mat, you Exile the gained card.Gaining a card that you do have a copy of on your Exile mat is unaffected, and lets you discard copies from your Exile mat if you want to as usual.Other abilities that happen when you gain a card happen at the same time, and you can only put the card on your mat if it has not moved anywhere since gaining it; so you can, for example, use a Sleigh to put a gained card into your hand, then fail to put it on your Exile mat.Gatekeeper only Exiles Actions and Treasures, it does not Exile, for example, Province.It only cares about cards in Exile, it does not care how they got there.", + "name": "GateKeeper" + }, + "Goatheard": { + "description": "+1 ActionYou may trash a card from your hand.+1 Card per card the player to your right trashed on their last turn.", + "extra": "You draw cards even if you did not trash a card.One way to keep count of the number of cards trashed is to put them on the trash sideways.", + "name": "Goatheard" + }, + "Groom": { + "description": "Gain a card costing up to 4 Coin If it's an...Action card, gain a Horse;Treasure card, gain a Silver;Victory card, +1 Card and +1 Action.", + "extra": "First gain a card, then apply the bonuses in the order listed.A card can give you multiple bonuses; for example, if you gain a Mill (from Intrigue), you gain a Horse and then get +1 Card and +1 Action.", + "name": "Groom" + }, + "Horse": { + "description": "+2 Cards
+1 ActionReturn this to its pile.(This is not in the Supply.)", + "extra": "It is a one-shot non-terminal draw card, similar to Experiment from Renaissance; but unlike Experiment, it is not in the supply, and therefore can only be gained in more restricted ways.", + "name": "Horse" + }, + "Hostelry": { + "description": "+1 Card
+2 ActionsWhen you gain this, you may discard any number of Treasures, revealed, to gain that many Horses.", + "extra": "When you gain this, you may discard any number of Treasure cards from your hand, to gain that many Horses from their pile.Reveal the discarded Treasure cards.You do not have to discard anything, and cannot discard anything but Treasures.", + "name": "Hostelry" + }, + "Hunting Lodge": { + "description": "+1 Card
+2 Actions
You may discard your hand for +5 Cards.", + "extra": "When you play this, first draw a card and get +2 Actions; then decide if you want to discard your hand (which will include the card you just drew).If you do discard your hand, draw 5 cards (which may cause you to shuffle in the discarded cards).", + "name": "Hunting Lodge" + }, + "Invest": { + "description": "Exile an Action card from the Supply. While it's in Exile, when another player gains or Invests in a copy of it, +2 Cards.", + "extra": "It only matters if the card you Exile is an Action, not if the whole pile is.While the card is Exiled, you draw 2 cards each time another player gains a copy of it, or uses Invest to Exile a copy of it.This is not optional.This is cumulative; if you Invest twice in the same card, you will get +4 Cards each time someone else gains a copy or Invests in it.If the game has another way to Exile cards, keep the Invested ones separate from the other ones; for example, you can put them half under the mat.Those other Exiled cards were not Invested and do not draw you cards.Cards Exiled with Invest can be discarded from the mat in the normal way, by gaining another copy of the card; then you will no longer draw cards for players gaining/Investing in them.", + "name": "Invest" + }, + "Kiln": { + "description": "+2 Coin
The next time you play a card this turn, you may first gain a copy of it.", + "extra": "Kiln can gain any type of card, as long as the card is played directly after Kiln.It can only gain cards from the Supply.You (optionally) gain a copy of the card before following the instructions on the card.If the card is an Attack and other players want to use cards like Moat, you gain the card before they choose to use Moat or not.If you Throne Room a Kiln, you will play Kiln, play Kiln again, first gaining a Kiln (optionally), and then can still gain a copy of the next card you play after that.If the next card you play is an Action and you use a Way for it, that has no special interaction with Kiln; you still may optionally gain a copy of that card.", + "name": "Kiln" + }, + "Livery": { + "description": "+3 Coin
This turn, when you gain a card costing 4 Coin or more, gain a Horse.", + "extra": "This is cumulative; for example, if you use Mastermind to play a Livery three times, then each card you gain that turn costing 4 Coin or more will come with three Horses.Livery works on cards gained via buying them, and cards gained other ways.", + "name": "Livery" + }, + "March": { + "description": "Look through your discard pile. You may play an Action card from it.", + "extra": "Normally you cannot look through your discard pile, so you cannot look to see if you want to buy March or not.Once you buy March, you look through your discard pile, and then have the option of playing an Action card from it.This does not use up an Action.", + "name": "March" + }, + "Mastermind": { + "description": "At the start of your next turn, you may play an Action card from your hand three times.", + "extra": "Playing an Action card via this is optional. If you do play one, you resolve the card completely, then play it a second time, then play it a third time, without playing other cards in-between (unless told to by a card).Playing these Actions does not use up Action plays. For example, if you Mastermind a Bounty Hunter, you will get +3 Actions total, and be able to play 4 Action cards after that - your normal one, plus 3 more for the +3 Actions.If a Mastermind plays a Duration card, the Mastermind stays in play as long as the Duration card does.If a Mastermind plays another Mastermind, both will stay in play, and the turn after that you can play three different Action cards from your hand three times each.If you Mastermind a Horse, you will get +2 Cards and +1 Action, return the Horse to its pile, get +2 Cards and +1 Action, fail to return the Horse since you already did, and get +2 Cards and +1 Action a third time and fail to return the Horse again.", + "name": "Mastermind" + }, + "Paddock": { + "description": "+2 Coin
Gain 2 Horses.
+1 Action per empty Supply pile.", + "extra": "This only checks how many piles are empty when you play it; how many +Actions you got does not change if a pile becomes empty later in the turn (or non-empty, such as due to Ambassador from Seaside).This only counts Supply piles, not non-Supply piles like Horse.", + "name": "Paddock" + }, + "Populate": { + "description": "Gain one card from each Action Supply pile.", + "extra": "You gain the top card from each Action pile in the Supply; you do not gain non-supply cards like Horse, or non-Action cards like Stockpile.If there are different cards in an Action pile, like the Knights (from Dark Ages), you just get the top one.If a pile is empty, you do not gain one of those.You choose the order to gain the cards, which sometimes matters; normally you can pick up a card from each pile and then choose what order to gain them in.For piles with different cards, the pile is an Action pile if the randomizer is an Action; so, Castles (from Empires) are not one.If you gain Cavalry or Villa (from Empires) with Populate, you return to your Action phase right then, but still finish gaining cards from Populate before doing more things.", + "name": "Populate" + }, + "Pursue": { + "description": "+1 BuyName a card. Reveal the top 4 cards from your deck. Put the matches back and discard the rest.", + "extra": "You can name a card that is not in the game; all four cards will be discarded.", + "name": "Pursue" + }, + "Reap": { + "description": "Gain a Gold. Set it aside. If you do, at the start of your next turn, play it.", + "extra": "This means you will start your next turn with a Gold in play and +3 Coin from it.You discard the Gold that turn as normal.If multiple things happen at the start of your turn, you can order them.This does not skip your Action phase.", + "name": "Reap" + }, + "Ride": { + "description": "Gain a Horse.", + "extra": "You simply gain a Horse.", + "name": "Ride" + }, + "Sanctuary": { + "description": "+1 Card
+1 Action
+1 Buy
You may Exile a card from your hand.", + "extra": "Exiling a card is optional.", + "name": "Sanctuary" + }, + "Scrap": { + "description": "Trash a card from your hand.Choose a different thing per 1 Coin it costs: +1 Card; +1 Action; +1 Buy; +1 Coin; gain a Silver; gain a Horse.", + "extra": "First trash a card, then choose a different bonus per 1 Coin the card cost, then do them in the order listed.So you might trash an Estate, choose +1 Card and \"gain a Horse,\" then draw a card and then gain the Horse.", + "name": "Scrap" + }, + "Seize the Day": { + "description": "Once per game: Take an extra turn after this one.", + "extra": "The extra turn is like a normal turn, except that it does not count for the tiebreaker.", + "name": "Seize the Day" + }, + "Sheepdog": { + "description": "+2 CardsWhen you gain a card, you may play this from your hand.", + "extra": "You can use this when gaining a card due to buying it, when gaining a card some other way such as due to Falconer, and even when gaining a card on another player's turn, such as due to Black Cat.Remember that when you buy a card, you can no longer play Treasures in that Buy phase.If you gain a Sheepdog to your hand - such as via Falconer - you can react to that gain and play the Sheepdog.f you gain a card with a \"when you gain\" clause, you can choose to resolve that before or after reacting with Sheepdog, for example, if you gain Hostelry, you can choose to discard Treasures for Horses before or after reacting with Sheepdog.", + "name": "Sheepdog" + }, + "Sleigh": { + "description": "Gain 2 Horses.When you gain a card, you may discard this, to put that card into your hand or onto your deck.", + "extra": "You can move the gained card from your discard pile even though you discarded Sleigh on top of it.If a gained card goes directly to somewhere other than your discard pile (for example, the Silver gained from Bureaucrat), Sleigh can still move it to your hand or the top of your deck.If something else has moved the card since it was gained, Sleigh cannot move it.", + "name": "Sleigh" + }, + "Snowy Village": { + "description": "+1 Card
+4 Actions
+1 Buy
Ignore any further +Actions you get this turn.", + "extra": "Any extra Actions you already had before playing this do not go away; for example, if you play Village and then Snowy Village, you can play 5 more Actions after that.Any further +Actions you would get that turn, you do not, including from playing another Snowy Village or converting Villagers (from Renaissance).This does not stop you from playing more cards via cards that tell you to play cards, such as Throne Room.You can convert Villagers between drawing the card and reaching the last sentence which prevents further +Actions.", + "name": "Snowy Village" + }, + "Stampede": { + "description": "If you have 5 or fewer cards in play, gain 5 Horses onto your deck.", + "extra": "It does not matter how many cards you played that turn, only how many you have in play when buying Stampede. If there are fewer than 5 Horses left in the pile, just gain as many as you can.", + "name": "Stampede" + }, + "Stockpile": { + "description": "3 <*COIN*>

+1 BuyWhen you play this, Exile it.", + "extra": "This is a Treasure worth 3 coin, like Gold; you play it in your Buy phase.When you play this, you also get +1 Buy, and put this on your Exile mat.If you play this twice with a card like Crown (from Empires), you will get +6 coin and +2 Buys total, even though you could only Exile it once.", + "name": "Stockpile" + }, + "Supplies": { + "description": "1 <*COIN*>

When you play this, gain a Horse onto your deck.", + "extra": "This is a Treasure worth 1 Coin, like Copper; you play it in your Buy phase.When you play this, gain a Horse, putting it directly onto your deck.", + "name": "Supplies" + }, + "Toil": { + "description": "+1 BuyYou may play an Action card from your hand.", + "extra": "Playing an Action card this way does not use up an Action.", + "name": "Toil" + }, + "Transport": { + "description": "Choose one: Exile an Action card from the Supply; or put an Action card you have in Exile onto your deck.", + "extra": "It only matters if the card is an Action, not if the whole pile is.This can take Action cards from your Exile mat that were put there by other cards.", + "name": "Transport" + }, + "Village Green": { + "description": "Either now or at the start of your next turn, +1 Card and +2 Actions.When you discard this other than during Clean-up, you may reveal it to play it.", + "extra": "When playing Village Green, choose whether to take +1 Card and +2 Actions immediately, or at the start of your next turn.If you choose \"immediately,\" Village Green will be discarded in the same turn's Clean-up; if you choose \"next turn,\" Village Green will be discarded that turn.If you play a Village Green multiple times, such as with Mastermind, you choose each time whether to take +1 Card and +2 Actions immediately or next turn, and the Village Green only stays in play until next turn if at least one of the plays was for next turn (in which case the Mastermind also stays in play).Village Green also lets you play it when you discard it, other than in Clean-up.You can only discard Village Green if something causes you to or lets you, and discarding it only lets you play it once (each time you discard it). This works whether it is your turn or another player's, and whether you discard it from your hand, or deck (such as with Cardinal), or from being set aside, or from Exile. This ability does not function if Village Green is put into your discard pile without being discarded, such as when bought, or due to Scavenger (from Dark Ages). The key thing to look for is a card telling you to \"discard\" cards.If you play Village Green when it is not your turn, and choose to take the +1 Card and +2 Actions immediately, the +2 Actions will not be useful.If you play Vassal and discard Village Green, you can react with Village Green to play it, and then Vassal lets you play it too. Vassal is discarded during from play that turn, regardless of whether Village Green stays out.", + "name": "Village Green" + }, + "Way of the Butterfly": { + "description": "You may return this to its pile to gain a card costing exactly 1 coin more than it.", + "extra": "You only gain a card if you manage to return the card to its pile. A non-Supply card (like HorseHorse.jpg) can return to its pile; a card with no pile, such as Necropolis (from Dark Ages), fails to return to its pile. The card you gain comes from the Supply, and can be any type; if there is no card in the Supply costing exactly more than the returned card, you do not gain one.", + "name": "Way of the Butterfly" + }, + "Way of the Camel": { + "description": "Exile a Gold from the Supply.", + "extra": "", + "name": "Way of the Camel" + }, + "Way of the Chameleon": { + "description": "Follow this card's instructions; each time that would give you +Cards this turn, you get +_ Coin instead, and vice-versa.", + "extra": "For example, if you play Sheepdog and use Way of the Chameleon, you will get +2 Coin instead of +2 Cards.If you play a Duration card using Way of the Chameleon, only the +_ Coin and +Cards you get that turn are affected; for example, if you play Merchant Ship (from Seaside) and use Way of the Chameleon, you will get +2 Cards this turn, but the normal +2 Coin next turn.This turns \"+Cards\" into \"+Coin\" and vice-versa, but does not change other ways to draw cards, for example, \"draw until you have 6 cards in hand.\"If the card that uses Way of the Chameleon plays another card, that card just does what it normally does (unless you use Way of the Chameleon on it as well).", + "name": "Way of the Chameleon" + }, + "Way of the Frog": { + "description": "+1 ActionWhen you discard this from play this turn, put it onto your deck.", + "extra": "", + "name": "Way of the Frog" + }, + "Way of the Goat": { + "description": "Trash a card from your hand.", + "extra": "", + "name": "Way of the Goat" + }, + "Way of the Horse": { + "description": "+2 Cards
+1 ActionReturn this to its pile.", + "extra": "The card returns to its pile, even if that is a non-Supply pile. A card with no pile, such as Necropolis (from Dark Ages), fails to return to its pile.If you use a card like Necromancer to play another card without moving it into play, and use Way of the Horse, that card does not move to its pile.Failing to return a card to a pile does not stop you from getting +2 Cards and +1 Action.", + "name": "Way of the Horse" + }, + "Way of the Mole": { + "description": "+1 Action
Discard your hand. +3 Cards.", + "extra": "You draw 3 cards even if you did not have any cards left to discard.", + "name": "Way of the Mole" + }, + "Way of the Monkey": { + "description": "+1 Buy
+1 Coin", + "extra": "", + "name": "Way of the Monkey" + }, + "Way of the Mouse": { + "description": "Play the set-aside card, leaving it there.Setup: Set aside an unused Action costing 2 Coin or 3 Coin.", + "extra": "Set aside any unused Action kingdom card costing 2 Coin or 3 Coin at the start of the game. Do any setup that that card requires.When using Way of the Mouse, you play the set-aside card, leaving it set-aside. For example, if you set aside Sleigh, then any Action card could be used to gain 2 Horses.The set-aside card cannot move itself when played, since it is not in play; for example, if the card is Embargo (from Seaside), it cannot be trashed.Text below a dividing line (other than setup) will not do anything.", + "name": "Way of the Mouse" + }, + "Way of the Mule": { + "description": "+1 Action
+1 Coin", + "extra": "", + "name": "Way of the Mule" + }, + "Way of the Otter": { + "description": "+2 Cards", + "extra": "", + "name": "Way of the Otter" + }, + "Way of the Owl": { + "description": "Draw until you have 6 cards in hand.", + "extra": "If you already have 6 or more cards in hand, you do not draw any cards.", + "name": "Way of the Owl" + }, + "Way of the Ox": { + "description": "+2 Actions", + "extra": "", + "name": "Way of the Ox" + }, + "Way of the Pig": { + "description": "+1 Card
+1 Action", + "extra": "", + "name": "Way of the Pig" + }, + "Way of the Rat": { + "description": "You may discard a Treasure to gain a copy of this.", + "extra": "This can only gain cards from the Supply.", + "name": "Way of the Rat" + }, + "Way of the Seal": { + "description": "+1 Coin
This turn, when you gain a card, you may put it onto your deck.", + "extra": "This applies to all gained cards, whether bought or otherwise gained.The card first is gained to wherever it normally would be, then you can move it onto your deck. If it moves somewhere else in-between (for example, trashing it using Watchtower from Prosperity), you cannot move it.", + "name": "Way of the Seal" + }, + "Way of the Sheep": { + "description": "+2 Coin", + "extra": "", + "name": "Way of the Sheep" + }, + "Way of the Squirrel": { + "description": "+2 Cards at the end of this turn.", + "extra": "Normally you get the two cards after drawing your hand in Clean-up. If you use this when it is not your turn (such as via Black Cat), you still draw two cards at the end of the turn.", + "name": "Way of the Squirrel" + }, + "Way of the Turtle": { + "description": "Set this aside. If you did, play it at the start of your next turn.", + "extra": "When you play the card at the start of your next turn, you can again use Way of the Turtle, delaying it another turn. You can keep doing this.Playing the card next turn does not use up an Action then. If you use a card like Throne Room to play a card twice, and then use Way of the Turtle, this does not cause the Throne Room to be set aside, or to stay in play as with Duration cards.If you use a card like Throne Room to play a card twice, and choose Way of the Turtle both times, you still only get one play at the start of your next turn, as you were not able to set it aside the second time.", + "name": "Way of the Turtle" + }, + "Way of the Worm": { + "description": "Exile an Estate from the Supply.", + "extra": "", + "name": "Way of the Worm" + }, + "Wayfarer": { + "description": "+3 Cards
You may gain a Silver.This has the same cost as the last other card gained this turn, if any.", + "extra": "Cards that lower costs, like Bridge from Intrigue, only apply to the other card, not to Wayfarer too (though they apply to Wayfarer if no other cards have been gained yet). For example, if you play Bridge, Wayfarer costs 5 Coin; if you then buy a Silver, at that point Wayfarer costs 2 Coin, the same as Silver.Wayfarer can have a cost with Potion (from Alchemy) or Debt (from Empires) in it.Buying Animal Fair via trashing an Action card changes the cost of Wayfarer to 7 Coin, Animal Fair's cost, not to trashing an Action card.If the cost of the last card gained changes after it was gained, the cost of Wayfarer changes too. For example, if you gain a Peddler when it costs 8 Coin, and then play 2 Action cards, Peddler and therefore Wayfarer both now cost 4 Coin in the Buy phase.The cost of Wayfarer can change while resolving other cards. For example, if you play Stonemason and trash a Wayfarer which costs 6 Coin, you then gain a cheaper card such as Duchy which costs 5 Coin; then you gain a second card costing less than Wayfarer which now costs 5 Coin.", + "name": "Wayfarer" + }, "Bad Omens": { "description": "Put your deck into your discard pile. Look through it and put 2 Coppers from it onto your deck (or reveal you can't.)", "extra": "Normally you will end up with a deck consisting of two Coppers, and a discard pile with the rest of your cards. Sometimes you will only have one or no Coppers; in those cases reveal your deck to demonstrate this.", @@ -2634,6 +2989,16 @@ "extra": "Landmarks are not Kingdom cards. It is recommended that no more than two Landmarks be used per game. Players may choose how to determine what Landmarks to play with. They may shuffle them with Events and deal out 2 cards from that pile every game; they may shuffle them into the Randomizer deck and use 0-2 depending on how many come up before finding 10 Kingdom cards; or they may use any method they like.", "name": "Landmarks - Empires" }, + "menagerie events": { + "description": "Events are not Kingdom cards. In a player's Buy phase, when the player can buy a card, the player can buy an Event instead. Buying an Event means paying the cost indicated on the Event and then doing the effect of the Event. The Event just stays on the table, the player does not take it; there is no way for a player to gain one or end up with one in his deck. Buying an Event uses up a Buy; normally a player can either buy a card, or buy an Event. A player with two Buys, such as after playing Ranger, could buy two cards, or buy two Events, or buy a card and an Event (in either 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.", + "extra": "Events are special on-buy effects not attached to cards. Players can buy Events during their Buy phase to trigger whatever the effect of the Event is, as an alternative to (or in addition to) buying cards from the supply.Events are not Kingdom cards; including one or more Events in a game does not count toward the 10 Kingdom card piles the supply includes. In fact, Events are not considered \"cards\" at all. Any text referring to a \"card\" (such as instructions to \"name a card\", or cost reducers changing the cost of cards) does not apply to Events. However, for reference, the Event effects and costs are printed on cards in a landscape orientation with silver frames.Any number of Events may be used in a game, but the recommendation is to not use more than 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.", + "name": "Events - Menagerie" + }, + "menagerie ways": { + "description": "Ways are a landscape that provide alternate ways to play Action cards. When you play an Action card, instead of doing what is printed on the Action card, you may do what is printed on a Way being used in that game.Ways are not Kingdom cards, and cannot be bought. Including one or more Ways in a game does not count 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.", + "extra": "Each Way gives Action cards an additional option: you can play the Action for what it normally does, or play it to do what the Way says 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 have Way of the Sheep in a game, which says \"+2 Coin,\" then you could play a Horse and choose to get +2 Coin; if you did so, you would not get +2 Cards and +1 Action, and would not return the Horse to its pile. Ways are not Kingdom cards, and cannot be bought; they sit on the table modifying the game rules. Text below a dividing line is 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, you get +2 Coin, and then while Highway is in play, its ability makes 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 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 the Market aside. Enchantress from Empires also changes what an Action card does when played. If you are affected by Enchantress, 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 played at an unusual time, like Sheepdog, it can still be used as a 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 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.", + "name": "Ways - Menagerie" + }, "nocturne boons": { "description": "Boons are a face-down deck of landscape-style instruction cards that are revealed as needed. Generally these have effects that are good for a player.Setup: If any Kingdom cards being used have the Fate type, shuffle the Boons and put them near the Supply, and put the Will-o'-Wisp (Spirit) pile near the Supply also.
Fate cards can somehow give players Boons; all the Fate type means is that the Boons are shuffled at the start of the game.", "extra": "The phrase 'receive a Boon' means, turn over the top Boon, and follow the instructions on it. If the Boons deck is empty, first shuffle the discarded Boons to reform the deck; you may also do this any time all Boons are in their discard pile. Received Boons normally go to the Boons discard pile, but three (The Field's Gift, The Forest's Gift, and The River's Gift) go in front of a player until that turn's Clean-up.\nBoons are never in a player's deck; they are physically cards but are not 'cards' in game terms. They are thus never 'cards in play,' receiving Boons is not 'gaining a card,' and so on.\nWith the exception of the following, most Boons are so simple that they do not need additional explanation.\nThe Moon's Gift: If your discard pile is empty, this will not do anything.\nThe River's Gift: You draw the card after drawing your hand for your next turn.\nThe Sky's Gift: If you choose to do this with fewer than three cards in hand, you will discard the rest of your cards but not gain a Gold. Discarding three cards gets you one Gold, not three.", diff --git a/src/domdiv/card_db/it/sets_it.json b/src/domdiv/card_db/it/sets_it.json index cc157f5b..d3655fe8 100644 --- a/src/domdiv/card_db/it/sets_it.json +++ b/src/domdiv/card_db/it/sets_it.json @@ -135,5 +135,15 @@ "set_name": "Seaside", "set_text": "All you ask is a tall ship and a star to steer her by. And someone who knows how to steer ships using stars. You finally got some of those rivers you'd wanted, and they led to the sea. These are dangerous, pirate-infested waters, and you cautiously send rat-infested ships across them, to establish lucrative trade at far-off merchant-infested ports. First, you will take over some islands, as a foothold. The natives seem friendly enough, crying their peace cries, and giving you spears and poison darts before you are even close enough to accept them properly. When you finally reach those ports you will conquer them, and from there you will look for more rivers. One day, all the rivers will be yours.\nThis is the 2nd addition to Dominion. It adds 26 new Kingdom cards to Dominion. Its central theme is your next turn; there are cards that do something this turn and next, cards that set up your next turn, and other ways to step outside of the bounds of a normal turn.", "text_icon": "S" + }, + "menagerie": { + "set_name": "Menagerie", + "text_icon": "M", + "set_text": "Dominion, that’s what you’re trying to achieve. This time with animals! They each have a lesson to teach, whether it’s how to spit really far, or what kind of grass tastes the best. It’s a lot to keep track of, but you’re like an elephant: you remember everything. And you’re afraid of mice. You’ve taken up riding. Horses are intimidating; they say you can lead a horse to water, but you haven’t managed it. So you’re working your way up, starting with dogs. So far so good; the dog hasn’t bucked you off yet. Your menagerie got off to a poor start, with just a goat, two rats, and the advisor who suggested starting a menagerie. You couldn’t get that fox you wanted, but it was probably bad anyway. Now you’ve got some camels, which are just as useless for sewing as you’d been warned, and a turtle that can hold its breath for longer than anyone can stay interested. Soon the animal kingdom will be yours.\nThis is the 13th expansion to Dominion. It has 400 cards, with 30 new Kingdom cards. There are Horses that save a draw for later, Exile mats that cards can be sent to and rescued from, and Ways that give Actions another option. Events return." + }, + "menagerie extras": { + "set_name": "Menagerie Extras", + "text_icon": "M", + "set_text": "" } } diff --git a/src/domdiv/card_db/it/types_it.json b/src/domdiv/card_db/it/types_it.json index b770ab4c..772f18ee 100644 --- a/src/domdiv/card_db/it/types_it.json +++ b/src/domdiv/card_db/it/types_it.json @@ -35,5 +35,7 @@ "Treasure": "Treasure", "Victory": "Victory", "Zombie": "Zombie", - "Projects": "Projects" + "Projects": "Projects", + "Way": "Way", + "Ways": "Ways" } diff --git a/src/domdiv/card_db/nl_du/cards_nl_du.json b/src/domdiv/card_db/nl_du/cards_nl_du.json index 3480877c..dc01be2d 100644 --- a/src/domdiv/card_db/nl_du/cards_nl_du.json +++ b/src/domdiv/card_db/nl_du/cards_nl_du.json @@ -1554,6 +1554,361 @@ "extra": "Je trekt eerst 2 kaarten en krijgt +1 Actie. Doe daarna een kaart uit je hand ergens in je trekstapel. Dit mag ook een net getrokken kaart zijn. Je mag de kaart bovenop of onderaan je trekstapel doen, maar ook ergens daar tussenin. Je mag een specifieke locatie uittellen (bijvoorbeeld 4 kaarten van onder). Is je trekstapel leeg, dan wordt deze kaart de enige in je trekstapel.", "name": "Geheime Doorgang" }, + "Alliance": { + "description": "Gain a Province, a Duchy, an Estate, a Gold, a Silver, and a Copper.", + "extra": "You gain each of those cards that is present in the Supply; you cannot choose not to gain one. You gain them in the order listed.", + "name": "Alliance" + }, + "Animal Fair": { + "description": "+4 Coin
+1 Buy per empty supply pile.Instead of paying this card's cost, you may trash an Action card from your hand.", + "extra": "This only checks how many piles are empty when you play it; how many +Buys you got does not change if a pile becomes empty later in the turn (or non-empty, such as due to Ambassador from Seaside).This only counts Supply piles, not non-Supply piles like Horse.When buying this card, you can trash an Action card from your hand instead of paying 7 Coin. You can only do this if you have an Action card in hand to trash. You can do this even if you do not have 7 Coin. When buying Animal Fair this way, you spend no _ Coin, but still use up a Buy.Animal Fair still has a cost of 7 Coin, regardless of how you pay for it.In games using Shelters, you can use an opening buy on Animal Fair by trashing Necropolis.", + "name": "Animal Fair" + }, + "Banish": { + "description": "Exile any number of cards with the same name from your hand.", + "extra": "For example, you could Exile three Estates from your hand.", + "name": "Banish" + }, + "Bargain": { + "description": "Gain a non-Victory card costing up to 5 coin. Each other player gains a Horse.", + "extra": "The other players gain their Horses in turn order.They cannot decline to gain one.", + "name": "Bargain" + }, + "Barge": { + "description": "Either now or at the start of your next turn,+3 Cards and +1 Buy.", + "extra": "When playing Barge, choose whether to take +3 Cards and +1 Buy immediately, or at the start of your next turn.If you choose \"immediately,\" Barge will be discarded in the same turn's Clean-up; if you choose \"next turn,\" Barge will be discarded that turn.If you play a Barge multiple times, such as with Mastermind, you choose each time whether to take +3 Cards and +1 Buy immediately or next turn, and the Barge only stays in play until next turn if at least one of the plays was for next turn (in which case the Mastermind also stays in play).", + "name": "Barge" + }, + "Black Cat": { + "description": "+2 CardsIf it isn't your turn, each other player gains a Curse.When another player gains a Victory card, you may play this from your hand.", + "extra": "When you play this on your turn, you draw 2 cards.When you play it on another player's turn - normally only possible via its reaction - you draw 2 cards, and then everyone else gains a Curse, in turn order starting with the player whose turn it is.When anyone else gains a Victory card - whether or not it is your turn - you may play this from your hand.", + "name": "Black Cat" + }, + "Bounty Hunter": { + "description": "+1 Action
Exile a card from your hand.If you didn't have a copy of it in Exile, +3 Coin.", + "extra": "First you get +1 Action and Exile a card from your hand; this is not optional.Then if that is the only copy of that card that you have in Exile, you get +3 Coin.If you can't Exile a card, you don't get +3 Coin.", + "name": "Bounty Hunter" + }, + "Camel Train": { + "description": "Exile a non-Victory card from the Supply.When you gain this, Exile a Gold from the Supply.", + "extra": "When you play this, you Exile a non-Victory card from the Supply; when you gain this, you Exile a Gold from the Supply.The Exiled cards are not available for use until discarded from the Exile mat.", + "name": "Camel Train" + }, + "Cardinal": { + "description": "+2 Coin
Each other player reveals the top 2 cards of their deck, Exiles one costing from 3 Coin to 6 Coin, and discards the rest.", + "extra": "If an attacked player reveals two cards each costing from 3 Coin to 6 Coin, that player chooses which card they Exile.", + "name": "Cardinal" + }, + "Cavalry": { + "description": "Gain 2 Horses.When you gain this, +2 Cards, +1 Buy, and if it's your Buy phase return to your Action phase.", + "extra": "When you gain Cavalry in your Buy phase, you get +2 Cards, +1 Buy, and return to your Action phase.When you gain Cavalry in a different phase or during another player's turn, you get +2 Cards and +1 Buy.+1 Buy is not useful if it is not your turn.This ability of Cavalry is not playing the Cavalry, and does not put Cavalry into play.Returning to your Action phase does not cause \"start of turn\" abilities to repeat; however when your Buy phase happens again after that, \"start of your Buy phase\" abilities can repeat.Returning to your Action phase does not give you any +Actions; you have left however many you already had left.", + "name": "Cavalry" + }, + "Commerce": { + "description": "Gain a Gold per differently named card you've gained this turn.", + "extra": "First count how many differently named cards you have gained this turn, then gain that many Golds. For example, if you have gained two Province, a Silver, and a Horse, you would gain three Golds.", + "name": "Commerce" + }, + "Coven": { + "description": "+1 Action
+2 Coin
Each other player Exiles a Curse from the Supply. If they can't, they discard their Exiled Curses.", + "extra": "Curses are Exiled in turn order; it may be that one player Exiles a Curse while another discards the Curses from their mat.", + "name": "Coven" + }, + "Delay": { + "description": "You may set aside an Action card from your hand. At the start of your next turn, play it.", + "extra": "Once you set aside the Action card, you have to play it at the start of your next turn.If you do multiple things at the start of your turn, you can order them.Playing the Action card at the start of your next turn does not use up an Action.", + "name": "Delay" + }, + "Demand": { + "description": "Gain a Horse and a card costing up to 4 coin, both onto your deck.", + "extra": "The Horse goes on top first, then the card costing up to 4 coin does.", + "name": "Demand" + }, + "Desperation": { + "description": "Once per turn: You may gain a Curse. If you do, +1 Buy and +2 Coin", + "extra": "If the Curse pile is empty, you fail to gain one and do not get +1 Buy and +2 Coin.", + "name": "Desperation" + }, + "Destrier": { + "description": "+2 Cards
+1 ActionDuring your turns, this costs 1 Coin less per card you've gained this turn.", + "extra": "Destrier costs 1 Coin less per card the player whose turn it is has gained that turn.For example, you could play a Sleigh to gain two Horses, then use Workshop to gain a Destrier, as it would cost 4 Coin.Destrier only cares about cards gained by the player whose turn it is; for example, playing Witch to give other players Curses will not lower its cost.", + "name": "Destrier" + }, + "Displace": { + "description": "Exile a card from your hand. Gain a differently named card costing up to 2 Coin more than it.", + "extra": "The card you gain does not have to cost more than the card you Exiled.For example, you could Exile a Province and gain a Gold.", + "name": "Displace" + }, + "Enclave": { + "description": "Gain a Gold. Exile a Duchy from the Supply.", + "extra": "The Duchy goes directly from the Duchy pile to your Exile mat.", + "name": "Enclave" + }, + "Enhance": { + "description": "You may trash a non-Victory card from your hand, to gain a card costing up to 2 coin more than it.", + "extra": "If you trash a card, you must gain a card costing up to 2 coin more than it.", + "name": "Enhance" + }, + "Falconer": { + "description": "Gain a card to your hand costing less than this.When any player gains a card with 2 or more types (Action, Attack, etc.), you may play this from your hand.", + "extra": "This can only gain cards from the Supply.You can react with this to any gained card with 2 or more types; it can be a card that was bought, or a card gained some other way, such as via a Falconer.You can do this regardless of who gained the card - you or anyone else - and regardless of whose turn it is.The types are the words on the bottom line – including Action, Attack, Curse, Duration, Reaction, Treasure, and Victory (with more in other expansions).If you gain a Falconer to your hand - such as via Artisan - you can react to that gain and play it, since it has two types.", + "name": "Falconer" + }, + "Fisherman": { + "description": "+1 Card
+1 Action
+1 CoinDuring your turns, if your discard pile is empty, this costs 3 Coin less.", + "extra": "This costs 5 Coin normally, but 2 Coin whenever the player whose turn it is has an empty discard pile.If you have and two Buys with an empty discard pile, you can buy Fisherman for 2 Coin, but then you will no longer have an empty discard pile, so you cannot buy a second for 2 Coin.", + "name": "Fisherman" + }, + "Gamble": { + "description": "+1 BuyReveal the top card of your deck. If it's a Treasure or Action, you may play it. Otherwise, discard it.", + "extra": "If you don't play the card, you discard it, whether or not it's a Treasure or Action.", + "name": "Gamble" + }, + "GateKeeper": { + "description": "At the start of your next turn, +3 Coin. Until then, when another player gains an Action or Treasure card they don't have an Exiled copy of, they Exile it.", + "extra": "While under this attack, whenever you gain an Action or Treasure that you do not have a copy of on your Exile mat, you Exile the gained card.Gaining a card that you do have a copy of on your Exile mat is unaffected, and lets you discard copies from your Exile mat if you want to as usual.Other abilities that happen when you gain a card happen at the same time, and you can only put the card on your mat if it has not moved anywhere since gaining it; so you can, for example, use a Sleigh to put a gained card into your hand, then fail to put it on your Exile mat.Gatekeeper only Exiles Actions and Treasures, it does not Exile, for example, Province.It only cares about cards in Exile, it does not care how they got there.", + "name": "GateKeeper" + }, + "Goatheard": { + "description": "+1 ActionYou may trash a card from your hand.+1 Card per card the player to your right trashed on their last turn.", + "extra": "You draw cards even if you did not trash a card.One way to keep count of the number of cards trashed is to put them on the trash sideways.", + "name": "Goatheard" + }, + "Groom": { + "description": "Gain a card costing up to 4 Coin If it's an...Action card, gain a Horse;Treasure card, gain a Silver;Victory card, +1 Card and +1 Action.", + "extra": "First gain a card, then apply the bonuses in the order listed.A card can give you multiple bonuses; for example, if you gain a Mill (from Intrigue), you gain a Horse and then get +1 Card and +1 Action.", + "name": "Groom" + }, + "Horse": { + "description": "+2 Cards
+1 ActionReturn this to its pile.(This is not in the Supply.)", + "extra": "It is a one-shot non-terminal draw card, similar to Experiment from Renaissance; but unlike Experiment, it is not in the supply, and therefore can only be gained in more restricted ways.", + "name": "Horse" + }, + "Hostelry": { + "description": "+1 Card
+2 ActionsWhen you gain this, you may discard any number of Treasures, revealed, to gain that many Horses.", + "extra": "When you gain this, you may discard any number of Treasure cards from your hand, to gain that many Horses from their pile.Reveal the discarded Treasure cards.You do not have to discard anything, and cannot discard anything but Treasures.", + "name": "Hostelry" + }, + "Hunting Lodge": { + "description": "+1 Card
+2 Actions
You may discard your hand for +5 Cards.", + "extra": "When you play this, first draw a card and get +2 Actions; then decide if you want to discard your hand (which will include the card you just drew).If you do discard your hand, draw 5 cards (which may cause you to shuffle in the discarded cards).", + "name": "Hunting Lodge" + }, + "Invest": { + "description": "Exile an Action card from the Supply. While it's in Exile, when another player gains or Invests in a copy of it, +2 Cards.", + "extra": "It only matters if the card you Exile is an Action, not if the whole pile is.While the card is Exiled, you draw 2 cards each time another player gains a copy of it, or uses Invest to Exile a copy of it.This is not optional.This is cumulative; if you Invest twice in the same card, you will get +4 Cards each time someone else gains a copy or Invests in it.If the game has another way to Exile cards, keep the Invested ones separate from the other ones; for example, you can put them half under the mat.Those other Exiled cards were not Invested and do not draw you cards.Cards Exiled with Invest can be discarded from the mat in the normal way, by gaining another copy of the card; then you will no longer draw cards for players gaining/Investing in them.", + "name": "Invest" + }, + "Kiln": { + "description": "+2 Coin
The next time you play a card this turn, you may first gain a copy of it.", + "extra": "Kiln can gain any type of card, as long as the card is played directly after Kiln.It can only gain cards from the Supply.You (optionally) gain a copy of the card before following the instructions on the card.If the card is an Attack and other players want to use cards like Moat, you gain the card before they choose to use Moat or not.If you Throne Room a Kiln, you will play Kiln, play Kiln again, first gaining a Kiln (optionally), and then can still gain a copy of the next card you play after that.If the next card you play is an Action and you use a Way for it, that has no special interaction with Kiln; you still may optionally gain a copy of that card.", + "name": "Kiln" + }, + "Livery": { + "description": "+3 Coin
This turn, when you gain a card costing 4 Coin or more, gain a Horse.", + "extra": "This is cumulative; for example, if you use Mastermind to play a Livery three times, then each card you gain that turn costing 4 Coin or more will come with three Horses.Livery works on cards gained via buying them, and cards gained other ways.", + "name": "Livery" + }, + "March": { + "description": "Look through your discard pile. You may play an Action card from it.", + "extra": "Normally you cannot look through your discard pile, so you cannot look to see if you want to buy March or not.Once you buy March, you look through your discard pile, and then have the option of playing an Action card from it.This does not use up an Action.", + "name": "March" + }, + "Mastermind": { + "description": "At the start of your next turn, you may play an Action card from your hand three times.", + "extra": "Playing an Action card via this is optional. If you do play one, you resolve the card completely, then play it a second time, then play it a third time, without playing other cards in-between (unless told to by a card).Playing these Actions does not use up Action plays. For example, if you Mastermind a Bounty Hunter, you will get +3 Actions total, and be able to play 4 Action cards after that - your normal one, plus 3 more for the +3 Actions.If a Mastermind plays a Duration card, the Mastermind stays in play as long as the Duration card does.If a Mastermind plays another Mastermind, both will stay in play, and the turn after that you can play three different Action cards from your hand three times each.If you Mastermind a Horse, you will get +2 Cards and +1 Action, return the Horse to its pile, get +2 Cards and +1 Action, fail to return the Horse since you already did, and get +2 Cards and +1 Action a third time and fail to return the Horse again.", + "name": "Mastermind" + }, + "Paddock": { + "description": "+2 Coin
Gain 2 Horses.
+1 Action per empty Supply pile.", + "extra": "This only checks how many piles are empty when you play it; how many +Actions you got does not change if a pile becomes empty later in the turn (or non-empty, such as due to Ambassador from Seaside).This only counts Supply piles, not non-Supply piles like Horse.", + "name": "Paddock" + }, + "Populate": { + "description": "Gain one card from each Action Supply pile.", + "extra": "You gain the top card from each Action pile in the Supply; you do not gain non-supply cards like Horse, or non-Action cards like Stockpile.If there are different cards in an Action pile, like the Knights (from Dark Ages), you just get the top one.If a pile is empty, you do not gain one of those.You choose the order to gain the cards, which sometimes matters; normally you can pick up a card from each pile and then choose what order to gain them in.For piles with different cards, the pile is an Action pile if the randomizer is an Action; so, Castles (from Empires) are not one.If you gain Cavalry or Villa (from Empires) with Populate, you return to your Action phase right then, but still finish gaining cards from Populate before doing more things.", + "name": "Populate" + }, + "Pursue": { + "description": "+1 BuyName a card. Reveal the top 4 cards from your deck. Put the matches back and discard the rest.", + "extra": "You can name a card that is not in the game; all four cards will be discarded.", + "name": "Pursue" + }, + "Reap": { + "description": "Gain a Gold. Set it aside. If you do, at the start of your next turn, play it.", + "extra": "This means you will start your next turn with a Gold in play and +3 Coin from it.You discard the Gold that turn as normal.If multiple things happen at the start of your turn, you can order them.This does not skip your Action phase.", + "name": "Reap" + }, + "Ride": { + "description": "Gain a Horse.", + "extra": "You simply gain a Horse.", + "name": "Ride" + }, + "Sanctuary": { + "description": "+1 Card
+1 Action
+1 Buy
You may Exile a card from your hand.", + "extra": "Exiling a card is optional.", + "name": "Sanctuary" + }, + "Scrap": { + "description": "Trash a card from your hand.Choose a different thing per 1 Coin it costs: +1 Card; +1 Action; +1 Buy; +1 Coin; gain a Silver; gain a Horse.", + "extra": "First trash a card, then choose a different bonus per 1 Coin the card cost, then do them in the order listed.So you might trash an Estate, choose +1 Card and \"gain a Horse,\" then draw a card and then gain the Horse.", + "name": "Scrap" + }, + "Seize the Day": { + "description": "Once per game: Take an extra turn after this one.", + "extra": "The extra turn is like a normal turn, except that it does not count for the tiebreaker.", + "name": "Seize the Day" + }, + "Sheepdog": { + "description": "+2 CardsWhen you gain a card, you may play this from your hand.", + "extra": "You can use this when gaining a card due to buying it, when gaining a card some other way such as due to Falconer, and even when gaining a card on another player's turn, such as due to Black Cat.Remember that when you buy a card, you can no longer play Treasures in that Buy phase.If you gain a Sheepdog to your hand - such as via Falconer - you can react to that gain and play the Sheepdog.f you gain a card with a \"when you gain\" clause, you can choose to resolve that before or after reacting with Sheepdog, for example, if you gain Hostelry, you can choose to discard Treasures for Horses before or after reacting with Sheepdog.", + "name": "Sheepdog" + }, + "Sleigh": { + "description": "Gain 2 Horses.When you gain a card, you may discard this, to put that card into your hand or onto your deck.", + "extra": "You can move the gained card from your discard pile even though you discarded Sleigh on top of it.If a gained card goes directly to somewhere other than your discard pile (for example, the Silver gained from Bureaucrat), Sleigh can still move it to your hand or the top of your deck.If something else has moved the card since it was gained, Sleigh cannot move it.", + "name": "Sleigh" + }, + "Snowy Village": { + "description": "+1 Card
+4 Actions
+1 Buy
Ignore any further +Actions you get this turn.", + "extra": "Any extra Actions you already had before playing this do not go away; for example, if you play Village and then Snowy Village, you can play 5 more Actions after that.Any further +Actions you would get that turn, you do not, including from playing another Snowy Village or converting Villagers (from Renaissance).This does not stop you from playing more cards via cards that tell you to play cards, such as Throne Room.You can convert Villagers between drawing the card and reaching the last sentence which prevents further +Actions.", + "name": "Snowy Village" + }, + "Stampede": { + "description": "If you have 5 or fewer cards in play, gain 5 Horses onto your deck.", + "extra": "It does not matter how many cards you played that turn, only how many you have in play when buying Stampede. If there are fewer than 5 Horses left in the pile, just gain as many as you can.", + "name": "Stampede" + }, + "Stockpile": { + "description": "3 <*COIN*>

+1 BuyWhen you play this, Exile it.", + "extra": "This is a Treasure worth 3 coin, like Gold; you play it in your Buy phase.When you play this, you also get +1 Buy, and put this on your Exile mat.If you play this twice with a card like Crown (from Empires), you will get +6 coin and +2 Buys total, even though you could only Exile it once.", + "name": "Stockpile" + }, + "Supplies": { + "description": "1 <*COIN*>

When you play this, gain a Horse onto your deck.", + "extra": "This is a Treasure worth 1 Coin, like Copper; you play it in your Buy phase.When you play this, gain a Horse, putting it directly onto your deck.", + "name": "Supplies" + }, + "Toil": { + "description": "+1 BuyYou may play an Action card from your hand.", + "extra": "Playing an Action card this way does not use up an Action.", + "name": "Toil" + }, + "Transport": { + "description": "Choose one: Exile an Action card from the Supply; or put an Action card you have in Exile onto your deck.", + "extra": "It only matters if the card is an Action, not if the whole pile is.This can take Action cards from your Exile mat that were put there by other cards.", + "name": "Transport" + }, + "Village Green": { + "description": "Either now or at the start of your next turn, +1 Card and +2 Actions.When you discard this other than during Clean-up, you may reveal it to play it.", + "extra": "When playing Village Green, choose whether to take +1 Card and +2 Actions immediately, or at the start of your next turn.If you choose \"immediately,\" Village Green will be discarded in the same turn's Clean-up; if you choose \"next turn,\" Village Green will be discarded that turn.If you play a Village Green multiple times, such as with Mastermind, you choose each time whether to take +1 Card and +2 Actions immediately or next turn, and the Village Green only stays in play until next turn if at least one of the plays was for next turn (in which case the Mastermind also stays in play).Village Green also lets you play it when you discard it, other than in Clean-up.You can only discard Village Green if something causes you to or lets you, and discarding it only lets you play it once (each time you discard it). This works whether it is your turn or another player's, and whether you discard it from your hand, or deck (such as with Cardinal), or from being set aside, or from Exile. This ability does not function if Village Green is put into your discard pile without being discarded, such as when bought, or due to Scavenger (from Dark Ages). The key thing to look for is a card telling you to \"discard\" cards.If you play Village Green when it is not your turn, and choose to take the +1 Card and +2 Actions immediately, the +2 Actions will not be useful.If you play Vassal and discard Village Green, you can react with Village Green to play it, and then Vassal lets you play it too. Vassal is discarded during from play that turn, regardless of whether Village Green stays out.", + "name": "Village Green" + }, + "Way of the Butterfly": { + "description": "You may return this to its pile to gain a card costing exactly 1 coin more than it.", + "extra": "You only gain a card if you manage to return the card to its pile. A non-Supply card (like HorseHorse.jpg) can return to its pile; a card with no pile, such as Necropolis (from Dark Ages), fails to return to its pile. The card you gain comes from the Supply, and can be any type; if there is no card in the Supply costing exactly more than the returned card, you do not gain one.", + "name": "Way of the Butterfly" + }, + "Way of the Camel": { + "description": "Exile a Gold from the Supply.", + "extra": "", + "name": "Way of the Camel" + }, + "Way of the Chameleon": { + "description": "Follow this card's instructions; each time that would give you +Cards this turn, you get +_ Coin instead, and vice-versa.", + "extra": "For example, if you play Sheepdog and use Way of the Chameleon, you will get +2 Coin instead of +2 Cards.If you play a Duration card using Way of the Chameleon, only the +_ Coin and +Cards you get that turn are affected; for example, if you play Merchant Ship (from Seaside) and use Way of the Chameleon, you will get +2 Cards this turn, but the normal +2 Coin next turn.This turns \"+Cards\" into \"+Coin\" and vice-versa, but does not change other ways to draw cards, for example, \"draw until you have 6 cards in hand.\"If the card that uses Way of the Chameleon plays another card, that card just does what it normally does (unless you use Way of the Chameleon on it as well).", + "name": "Way of the Chameleon" + }, + "Way of the Frog": { + "description": "+1 ActionWhen you discard this from play this turn, put it onto your deck.", + "extra": "", + "name": "Way of the Frog" + }, + "Way of the Goat": { + "description": "Trash a card from your hand.", + "extra": "", + "name": "Way of the Goat" + }, + "Way of the Horse": { + "description": "+2 Cards
+1 ActionReturn this to its pile.", + "extra": "The card returns to its pile, even if that is a non-Supply pile. A card with no pile, such as Necropolis (from Dark Ages), fails to return to its pile.If you use a card like Necromancer to play another card without moving it into play, and use Way of the Horse, that card does not move to its pile.Failing to return a card to a pile does not stop you from getting +2 Cards and +1 Action.", + "name": "Way of the Horse" + }, + "Way of the Mole": { + "description": "+1 Action
Discard your hand. +3 Cards.", + "extra": "You draw 3 cards even if you did not have any cards left to discard.", + "name": "Way of the Mole" + }, + "Way of the Monkey": { + "description": "+1 Buy
+1 Coin", + "extra": "", + "name": "Way of the Monkey" + }, + "Way of the Mouse": { + "description": "Play the set-aside card, leaving it there.Setup: Set aside an unused Action costing 2 Coin or 3 Coin.", + "extra": "Set aside any unused Action kingdom card costing 2 Coin or 3 Coin at the start of the game. Do any setup that that card requires.When using Way of the Mouse, you play the set-aside card, leaving it set-aside. For example, if you set aside Sleigh, then any Action card could be used to gain 2 Horses.The set-aside card cannot move itself when played, since it is not in play; for example, if the card is Embargo (from Seaside), it cannot be trashed.Text below a dividing line (other than setup) will not do anything.", + "name": "Way of the Mouse" + }, + "Way of the Mule": { + "description": "+1 Action
+1 Coin", + "extra": "", + "name": "Way of the Mule" + }, + "Way of the Otter": { + "description": "+2 Cards", + "extra": "", + "name": "Way of the Otter" + }, + "Way of the Owl": { + "description": "Draw until you have 6 cards in hand.", + "extra": "If you already have 6 or more cards in hand, you do not draw any cards.", + "name": "Way of the Owl" + }, + "Way of the Ox": { + "description": "+2 Actions", + "extra": "", + "name": "Way of the Ox" + }, + "Way of the Pig": { + "description": "+1 Card
+1 Action", + "extra": "", + "name": "Way of the Pig" + }, + "Way of the Rat": { + "description": "You may discard a Treasure to gain a copy of this.", + "extra": "This can only gain cards from the Supply.", + "name": "Way of the Rat" + }, + "Way of the Seal": { + "description": "+1 Coin
This turn, when you gain a card, you may put it onto your deck.", + "extra": "This applies to all gained cards, whether bought or otherwise gained.The card first is gained to wherever it normally would be, then you can move it onto your deck. If it moves somewhere else in-between (for example, trashing it using Watchtower from Prosperity), you cannot move it.", + "name": "Way of the Seal" + }, + "Way of the Sheep": { + "description": "+2 Coin", + "extra": "", + "name": "Way of the Sheep" + }, + "Way of the Squirrel": { + "description": "+2 Cards at the end of this turn.", + "extra": "Normally you get the two cards after drawing your hand in Clean-up. If you use this when it is not your turn (such as via Black Cat), you still draw two cards at the end of the turn.", + "name": "Way of the Squirrel" + }, + "Way of the Turtle": { + "description": "Set this aside. If you did, play it at the start of your next turn.", + "extra": "When you play the card at the start of your next turn, you can again use Way of the Turtle, delaying it another turn. You can keep doing this.Playing the card next turn does not use up an Action then. If you use a card like Throne Room to play a card twice, and then use Way of the Turtle, this does not cause the Throne Room to be set aside, or to stay in play as with Duration cards.If you use a card like Throne Room to play a card twice, and choose Way of the Turtle both times, you still only get one play at the start of your next turn, as you were not able to set it aside the second time.", + "name": "Way of the Turtle" + }, + "Way of the Worm": { + "description": "Exile an Estate from the Supply.", + "extra": "", + "name": "Way of the Worm" + }, + "Wayfarer": { + "description": "+3 Cards
You may gain a Silver.This has the same cost as the last other card gained this turn, if any.", + "extra": "Cards that lower costs, like Bridge from Intrigue, only apply to the other card, not to Wayfarer too (though they apply to Wayfarer if no other cards have been gained yet). For example, if you play Bridge, Wayfarer costs 5 Coin; if you then buy a Silver, at that point Wayfarer costs 2 Coin, the same as Silver.Wayfarer can have a cost with Potion (from Alchemy) or Debt (from Empires) in it.Buying Animal Fair via trashing an Action card changes the cost of Wayfarer to 7 Coin, Animal Fair's cost, not to trashing an Action card.If the cost of the last card gained changes after it was gained, the cost of Wayfarer changes too. For example, if you gain a Peddler when it costs 8 Coin, and then play 2 Action cards, Peddler and therefore Wayfarer both now cost 4 Coin in the Buy phase.The cost of Wayfarer can change while resolving other cards. For example, if you play Stonemason and trash a Wayfarer which costs 6 Coin, you then gain a cheaper card such as Duchy which costs 5 Coin; then you gain a second card costing less than Wayfarer which now costs 5 Coin.", + "name": "Wayfarer" + }, "Bad Omens": { "description": "Put your deck into your discard pile. Look through it and put 2 Coppers from it onto your deck (or reveal you can't.)", "extra": "Normally you will end up with a deck consisting of two Coppers, and a discard pile with the rest of your cards. Sometimes you will only have one or no Coppers; in those cases reveal your deck to demonstrate this.", @@ -2634,6 +2989,16 @@ "extra": "Bezienswaardigheden zijn geen Koningkrijkskaarten. Bezienswaardigheden bieden nieuwe manieren om punten te scoren. De spelers kiezen zelf hoe ze bepalen met welke bezienswaardigheden ze spelen. Ze kunnen de bezienswaardigheden door de gebeurtenissen schudden en er vóór een spel 2 trekken. Ze kunnen er ook voor kiezen om de bezienswaardigheden (en gebeurtenissen) door de locatiekaarten te schudden en er dan 0-2 te gebruiken, afhankelijk van het aantal dat verschijnt voordat er 10 koninkrijkkaarten zijn getrokken. Of ze gberuiken een andere methode. De te gebruiken bezienswaardigheden zijn vanaf de start van het spel voor alle spelers zichtbaar. We raden aan om er niet meer dan 2 per spel te gebruiken.Veel bezienswaardigheden hebben uitsluitend bij de puntentelling aan het einde van het spel een functie. Op basis van de aanwijzingen op de bezienswaardigheid krijgen de spelers dan bonus- of minpunten.Sommige bezienswardigheden starten met 6 -fiches per speler. Dus, 12 -fiches in het spel met 2 spelers tot 36 -fiches bij 6 spelers. Deze bezienswaardigheden bieden een manier om aan -fiches te komen. Liggen er geen -fiches meer op een bezienswaardigheid, dan kunnen de spelers deze daar niet meer verdienen.", "name": "Bezienswaardigheden - Keizerrijken" }, + "menagerie events": { + "description": "Events are not Kingdom cards. In a player's Buy phase, when the player can buy a card, the player can buy an Event instead. Buying an Event means paying the cost indicated on the Event and then doing the effect of the Event. The Event just stays on the table, the player does not take it; there is no way for a player to gain one or end up with one in his deck. Buying an Event uses up a Buy; normally a player can either buy a card, or buy an Event. A player with two Buys, such as after playing Ranger, could buy two cards, or buy two Events, or buy a card and an Event (in either 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.", + "extra": "Events are special on-buy effects not attached to cards. Players can buy Events during their Buy phase to trigger whatever the effect of the Event is, as an alternative to (or in addition to) buying cards from the supply.Events are not Kingdom cards; including one or more Events in a game does not count toward the 10 Kingdom card piles the supply includes. In fact, Events are not considered \"cards\" at all. Any text referring to a \"card\" (such as instructions to \"name a card\", or cost reducers changing the cost of cards) does not apply to Events. However, for reference, the Event effects and costs are printed on cards in a landscape orientation with silver frames.Any number of Events may be used in a game, but the recommendation is to not use more than 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.", + "name": "Events - Menagerie" + }, + "menagerie ways": { + "description": "Ways are a landscape that provide alternate ways to play Action cards. When you play an Action card, instead of doing what is printed on the Action card, you may do what is printed on a Way being used in that game.Ways are not Kingdom cards, and cannot be bought. Including one or more Ways in a game does not count 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.", + "extra": "Each Way gives Action cards an additional option: you can play the Action for what it normally does, or play it to do what the Way says 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 have Way of the Sheep in a game, which says \"+2 Coin,\" then you could play a Horse and choose to get +2 Coin; if you did so, you would not get +2 Cards and +1 Action, and would not return the Horse to its pile. Ways are not Kingdom cards, and cannot be bought; they sit on the table modifying the game rules. Text below a dividing line is 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, you get +2 Coin, and then while Highway is in play, its ability makes 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 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 the Market aside. Enchantress from Empires also changes what an Action card does when played. If you are affected by Enchantress, 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 played at an unusual time, like Sheepdog, it can still be used as a 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 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.", + "name": "Ways - Menagerie" + }, "nocturne boons": { "description": "Boons are a face-down deck of landscape-style instruction cards that are revealed as needed. Generally these have effects that are good for a player.Setup: If any Kingdom cards being used have the Fate type, shuffle the Boons and put them near the Supply, and put the Will-o'-Wisp (Spirit) pile near the Supply also.
Fate cards can somehow give players Boons; all the Fate type means is that the Boons are shuffled at the start of the game.", "extra": "The phrase 'receive a Boon' means, turn over the top Boon, and follow the instructions on it. If the Boons deck is empty, first shuffle the discarded Boons to reform the deck; you may also do this any time all Boons are in their discard pile. Received Boons normally go to the Boons discard pile, but three (The Field's Gift, The Forest's Gift, and The River's Gift) go in front of a player until that turn's Clean-up.\nBoons are never in a player's deck; they are physically cards but are not 'cards' in game terms. They are thus never 'cards in play,' receiving Boons is not 'gaining a card,' and so on.\nWith the exception of the following, most Boons are so simple that they do not need additional explanation.\nThe Moon's Gift: If your discard pile is empty, this will not do anything.\nThe River's Gift: You draw the card after drawing your hand for your next turn.\nThe Sky's Gift: If you choose to do this with fewer than three cards in hand, you will discard the rest of your cards but not gain a Gold. Discarding three cards gets you one Gold, not three.", diff --git a/src/domdiv/card_db/nl_du/sets_nl_du.json b/src/domdiv/card_db/nl_du/sets_nl_du.json index 73cd59b9..159e610b 100644 --- a/src/domdiv/card_db/nl_du/sets_nl_du.json +++ b/src/domdiv/card_db/nl_du/sets_nl_du.json @@ -135,5 +135,15 @@ "set_name": "Hijs De Zeilen", "set_text": "All you ask is a tall ship and a star to steer her by. And someone who knows how to steer ships using stars. You finally got some of those rivers you'd wanted, and they led to the sea. These are dangerous, pirate-infested waters, and you cautiously send rat-infested ships across them, to establish lucrative trade at far-off merchant-infested ports. First, you will take over some islands, as a foothold. The natives seem friendly enough, crying their peace cries, and giving you spears and poison darts before you are even close enough to accept them properly. When you finally reach those ports you will conquer them, and from there you will look for more rivers. One day, all the rivers will be yours.\nThis is the 2nd addition to Dominion. It adds 26 new Kingdom cards to Dominion. Its central theme is your next turn; there are cards that do something this turn and next, cards that set up your next turn, and other ways to step outside of the bounds of a normal turn.", "text_icon": "HZ" + }, + "menagerie": { + "set_name": "Menagerie", + "text_icon": "M", + "set_text": "Dominion, that’s what you’re trying to achieve. This time with animals! They each have a lesson to teach, whether it’s how to spit really far, or what kind of grass tastes the best. It’s a lot to keep track of, but you’re like an elephant: you remember everything. And you’re afraid of mice. You’ve taken up riding. Horses are intimidating; they say you can lead a horse to water, but you haven’t managed it. So you’re working your way up, starting with dogs. So far so good; the dog hasn’t bucked you off yet. Your menagerie got off to a poor start, with just a goat, two rats, and the advisor who suggested starting a menagerie. You couldn’t get that fox you wanted, but it was probably bad anyway. Now you’ve got some camels, which are just as useless for sewing as you’d been warned, and a turtle that can hold its breath for longer than anyone can stay interested. Soon the animal kingdom will be yours.\nThis is the 13th expansion to Dominion. It has 400 cards, with 30 new Kingdom cards. There are Horses that save a draw for later, Exile mats that cards can be sent to and rescued from, and Ways that give Actions another option. Events return." + }, + "menagerie extras": { + "set_name": "Menagerie Extras", + "text_icon": "M", + "set_text": "" } } diff --git a/src/domdiv/card_db/nl_du/types_nl_du.json b/src/domdiv/card_db/nl_du/types_nl_du.json index dc96f222..53984ce3 100644 --- a/src/domdiv/card_db/nl_du/types_nl_du.json +++ b/src/domdiv/card_db/nl_du/types_nl_du.json @@ -35,5 +35,7 @@ "Treasure": "Geld", "Victory": "Overwinning", "Zombie": "Zombie", - "Projects": "Projects" + "Projects": "Projects", + "Way": "Way", + "Ways": "Ways" } diff --git a/src/domdiv/card_db/sets_db.json b/src/domdiv/card_db/sets_db.json index e2fbaf19..a39e20fd 100644 --- a/src/domdiv/card_db/sets_db.json +++ b/src/domdiv/card_db/sets_db.json @@ -207,6 +207,27 @@ "set_text": "", "text_icon": "*" }, + "menagerie": { + "edition": [ + "1", + "latest" + ], + "image": "menagerie_set.png", + "set_name": "*menagerie*", + "set_text": "", + "text_icon": "*" + }, + "menagerie extras": { + "edition": [ + "1", + "latest" + ], + "image": "menagerie_set.png", + "no_randomizer": true, + "set_name": "*menagerie extras*", + "set_text": "", + "text_icon": "*" + }, "nocturne": { "edition": [ "1", diff --git a/src/domdiv/card_db/types_db.json b/src/domdiv/card_db/types_db.json index de27d789..4d22cf7e 100644 --- a/src/domdiv/card_db/types_db.json +++ b/src/domdiv/card_db/types_db.json @@ -74,6 +74,17 @@ "tabCostHeightOffset": -1, "tabTextHeightOffset": 0 }, + { + "card_type": [ + "Action", + "Attack", + "Reaction" + ], + "card_type_image": "reaction.png", + "defaultCardCount": 10, + "tabCostHeightOffset": -1, + "tabTextHeightOffset": 0 + }, { "card_type": [ "Action", @@ -105,6 +116,17 @@ "tabCostHeightOffset": -1, "tabTextHeightOffset": 0 }, + { + "card_type": [ + "Action", + "Duration", + "Attack" + ], + "card_type_image": "duration.png", + "defaultCardCount": 10, + "tabCostHeightOffset": -1, + "tabTextHeightOffset": 0 + }, { "card_type": [ "Action", @@ -619,5 +641,23 @@ "defaultCardCount": 6, "tabCostHeightOffset": -1, "tabTextHeightOffset": 0 + }, + { + "card_type": [ + "Way" + ], + "card_type_image": "way.png", + "defaultCardCount": 1, + "tabCostHeightOffset": -1, + "tabTextHeightOffset": 0 + }, + { + "card_type": [ + "Ways" + ], + "card_type_image": "way.png", + "defaultCardCount": 0, + "tabCostHeightOffset": -1, + "tabTextHeightOffset": 0 } ] diff --git a/src/domdiv/card_db/xx/cards_xx.json b/src/domdiv/card_db/xx/cards_xx.json index 44cbd007..d6608b13 100644 --- a/src/domdiv/card_db/xx/cards_xx.json +++ b/src/domdiv/card_db/xx/cards_xx.json @@ -1554,6 +1554,361 @@ "extra": "First draw 2 cards and get +1 Action; then put a card from your hand anywhere in your deck.The card can be one you just drew or any other card from your hand.It can go on top of your deck, on the bottom, or anywhere in-between; you can count out a specific place to put it, e.g. four cards down.If there are no cards left in your deck, the card put back becomes the only card in your deck.Where you put the card is public knowledge.You don't have to put the card into a specific spot, you can just shove it into your deck if you want.", "name": "Secret Passage" }, + "Alliance": { + "description": "Gain a Province, a Duchy, an Estate, a Gold, a Silver, and a Copper.", + "extra": "You gain each of those cards that is present in the Supply; you cannot choose not to gain one. You gain them in the order listed.", + "name": "Alliance" + }, + "Animal Fair": { + "description": "+4 Coin
+1 Buy per empty supply pile.Instead of paying this card's cost, you may trash an Action card from your hand.", + "extra": "This only checks how many piles are empty when you play it; how many +Buys you got does not change if a pile becomes empty later in the turn (or non-empty, such as due to Ambassador from Seaside).This only counts Supply piles, not non-Supply piles like Horse.When buying this card, you can trash an Action card from your hand instead of paying 7 Coin. You can only do this if you have an Action card in hand to trash. You can do this even if you do not have 7 Coin. When buying Animal Fair this way, you spend no _ Coin, but still use up a Buy.Animal Fair still has a cost of 7 Coin, regardless of how you pay for it.In games using Shelters, you can use an opening buy on Animal Fair by trashing Necropolis.", + "name": "Animal Fair" + }, + "Banish": { + "description": "Exile any number of cards with the same name from your hand.", + "extra": "For example, you could Exile three Estates from your hand.", + "name": "Banish" + }, + "Bargain": { + "description": "Gain a non-Victory card costing up to 5 coin. Each other player gains a Horse.", + "extra": "The other players gain their Horses in turn order.They cannot decline to gain one.", + "name": "Bargain" + }, + "Barge": { + "description": "Either now or at the start of your next turn,+3 Cards and +1 Buy.", + "extra": "When playing Barge, choose whether to take +3 Cards and +1 Buy immediately, or at the start of your next turn.If you choose \"immediately,\" Barge will be discarded in the same turn's Clean-up; if you choose \"next turn,\" Barge will be discarded that turn.If you play a Barge multiple times, such as with Mastermind, you choose each time whether to take +3 Cards and +1 Buy immediately or next turn, and the Barge only stays in play until next turn if at least one of the plays was for next turn (in which case the Mastermind also stays in play).", + "name": "Barge" + }, + "Black Cat": { + "description": "+2 CardsIf it isn't your turn, each other player gains a Curse.When another player gains a Victory card, you may play this from your hand.", + "extra": "When you play this on your turn, you draw 2 cards.When you play it on another player's turn - normally only possible via its reaction - you draw 2 cards, and then everyone else gains a Curse, in turn order starting with the player whose turn it is.When anyone else gains a Victory card - whether or not it is your turn - you may play this from your hand.", + "name": "Black Cat" + }, + "Bounty Hunter": { + "description": "+1 Action
Exile a card from your hand.If you didn't have a copy of it in Exile, +3 Coin.", + "extra": "First you get +1 Action and Exile a card from your hand; this is not optional.Then if that is the only copy of that card that you have in Exile, you get +3 Coin.If you can't Exile a card, you don't get +3 Coin.", + "name": "Bounty Hunter" + }, + "Camel Train": { + "description": "Exile a non-Victory card from the Supply.When you gain this, Exile a Gold from the Supply.", + "extra": "When you play this, you Exile a non-Victory card from the Supply; when you gain this, you Exile a Gold from the Supply.The Exiled cards are not available for use until discarded from the Exile mat.", + "name": "Camel Train" + }, + "Cardinal": { + "description": "+2 Coin
Each other player reveals the top 2 cards of their deck, Exiles one costing from 3 Coin to 6 Coin, and discards the rest.", + "extra": "If an attacked player reveals two cards each costing from 3 Coin to 6 Coin, that player chooses which card they Exile.", + "name": "Cardinal" + }, + "Cavalry": { + "description": "Gain 2 Horses.When you gain this, +2 Cards, +1 Buy, and if it's your Buy phase return to your Action phase.", + "extra": "When you gain Cavalry in your Buy phase, you get +2 Cards, +1 Buy, and return to your Action phase.When you gain Cavalry in a different phase or during another player's turn, you get +2 Cards and +1 Buy.+1 Buy is not useful if it is not your turn.This ability of Cavalry is not playing the Cavalry, and does not put Cavalry into play.Returning to your Action phase does not cause \"start of turn\" abilities to repeat; however when your Buy phase happens again after that, \"start of your Buy phase\" abilities can repeat.Returning to your Action phase does not give you any +Actions; you have left however many you already had left.", + "name": "Cavalry" + }, + "Commerce": { + "description": "Gain a Gold per differently named card you've gained this turn.", + "extra": "First count how many differently named cards you have gained this turn, then gain that many Golds. For example, if you have gained two Province, a Silver, and a Horse, you would gain three Golds.", + "name": "Commerce" + }, + "Coven": { + "description": "+1 Action
+2 Coin
Each other player Exiles a Curse from the Supply. If they can't, they discard their Exiled Curses.", + "extra": "Curses are Exiled in turn order; it may be that one player Exiles a Curse while another discards the Curses from their mat.", + "name": "Coven" + }, + "Delay": { + "description": "You may set aside an Action card from your hand. At the start of your next turn, play it.", + "extra": "Once you set aside the Action card, you have to play it at the start of your next turn.If you do multiple things at the start of your turn, you can order them.Playing the Action card at the start of your next turn does not use up an Action.", + "name": "Delay" + }, + "Demand": { + "description": "Gain a Horse and a card costing up to 4 coin, both onto your deck.", + "extra": "The Horse goes on top first, then the card costing up to 4 coin does.", + "name": "Demand" + }, + "Desperation": { + "description": "Once per turn: You may gain a Curse. If you do, +1 Buy and +2 Coin", + "extra": "If the Curse pile is empty, you fail to gain one and do not get +1 Buy and +2 Coin.", + "name": "Desperation" + }, + "Destrier": { + "description": "+2 Cards
+1 ActionDuring your turns, this costs 1 Coin less per card you've gained this turn.", + "extra": "Destrier costs 1 Coin less per card the player whose turn it is has gained that turn.For example, you could play a Sleigh to gain two Horses, then use Workshop to gain a Destrier, as it would cost 4 Coin.Destrier only cares about cards gained by the player whose turn it is; for example, playing Witch to give other players Curses will not lower its cost.", + "name": "Destrier" + }, + "Displace": { + "description": "Exile a card from your hand. Gain a differently named card costing up to 2 Coin more than it.", + "extra": "The card you gain does not have to cost more than the card you Exiled.For example, you could Exile a Province and gain a Gold.", + "name": "Displace" + }, + "Enclave": { + "description": "Gain a Gold. Exile a Duchy from the Supply.", + "extra": "The Duchy goes directly from the Duchy pile to your Exile mat.", + "name": "Enclave" + }, + "Enhance": { + "description": "You may trash a non-Victory card from your hand, to gain a card costing up to 2 coin more than it.", + "extra": "If you trash a card, you must gain a card costing up to 2 coin more than it.", + "name": "Enhance" + }, + "Falconer": { + "description": "Gain a card to your hand costing less than this.When any player gains a card with 2 or more types (Action, Attack, etc.), you may play this from your hand.", + "extra": "This can only gain cards from the Supply.You can react with this to any gained card with 2 or more types; it can be a card that was bought, or a card gained some other way, such as via a Falconer.You can do this regardless of who gained the card - you or anyone else - and regardless of whose turn it is.The types are the words on the bottom line – including Action, Attack, Curse, Duration, Reaction, Treasure, and Victory (with more in other expansions).If you gain a Falconer to your hand - such as via Artisan - you can react to that gain and play it, since it has two types.", + "name": "Falconer" + }, + "Fisherman": { + "description": "+1 Card
+1 Action
+1 CoinDuring your turns, if your discard pile is empty, this costs 3 Coin less.", + "extra": "This costs 5 Coin normally, but 2 Coin whenever the player whose turn it is has an empty discard pile.If you have and two Buys with an empty discard pile, you can buy Fisherman for 2 Coin, but then you will no longer have an empty discard pile, so you cannot buy a second for 2 Coin.", + "name": "Fisherman" + }, + "Gamble": { + "description": "+1 BuyReveal the top card of your deck. If it's a Treasure or Action, you may play it. Otherwise, discard it.", + "extra": "If you don't play the card, you discard it, whether or not it's a Treasure or Action.", + "name": "Gamble" + }, + "GateKeeper": { + "description": "At the start of your next turn, +3 Coin. Until then, when another player gains an Action or Treasure card they don't have an Exiled copy of, they Exile it.", + "extra": "While under this attack, whenever you gain an Action or Treasure that you do not have a copy of on your Exile mat, you Exile the gained card.Gaining a card that you do have a copy of on your Exile mat is unaffected, and lets you discard copies from your Exile mat if you want to as usual.Other abilities that happen when you gain a card happen at the same time, and you can only put the card on your mat if it has not moved anywhere since gaining it; so you can, for example, use a Sleigh to put a gained card into your hand, then fail to put it on your Exile mat.Gatekeeper only Exiles Actions and Treasures, it does not Exile, for example, Province.It only cares about cards in Exile, it does not care how they got there.", + "name": "GateKeeper" + }, + "Goatheard": { + "description": "+1 ActionYou may trash a card from your hand.+1 Card per card the player to your right trashed on their last turn.", + "extra": "You draw cards even if you did not trash a card.One way to keep count of the number of cards trashed is to put them on the trash sideways.", + "name": "Goatheard" + }, + "Groom": { + "description": "Gain a card costing up to 4 Coin If it's an...Action card, gain a Horse;Treasure card, gain a Silver;Victory card, +1 Card and +1 Action.", + "extra": "First gain a card, then apply the bonuses in the order listed.A card can give you multiple bonuses; for example, if you gain a Mill (from Intrigue), you gain a Horse and then get +1 Card and +1 Action.", + "name": "Groom" + }, + "Horse": { + "description": "+2 Cards
+1 ActionReturn this to its pile.(This is not in the Supply.)", + "extra": "It is a one-shot non-terminal draw card, similar to Experiment from Renaissance; but unlike Experiment, it is not in the supply, and therefore can only be gained in more restricted ways.", + "name": "Horse" + }, + "Hostelry": { + "description": "+1 Card
+2 ActionsWhen you gain this, you may discard any number of Treasures, revealed, to gain that many Horses.", + "extra": "When you gain this, you may discard any number of Treasure cards from your hand, to gain that many Horses from their pile.Reveal the discarded Treasure cards.You do not have to discard anything, and cannot discard anything but Treasures.", + "name": "Hostelry" + }, + "Hunting Lodge": { + "description": "+1 Card
+2 Actions
You may discard your hand for +5 Cards.", + "extra": "When you play this, first draw a card and get +2 Actions; then decide if you want to discard your hand (which will include the card you just drew).If you do discard your hand, draw 5 cards (which may cause you to shuffle in the discarded cards).", + "name": "Hunting Lodge" + }, + "Invest": { + "description": "Exile an Action card from the Supply. While it's in Exile, when another player gains or Invests in a copy of it, +2 Cards.", + "extra": "It only matters if the card you Exile is an Action, not if the whole pile is.While the card is Exiled, you draw 2 cards each time another player gains a copy of it, or uses Invest to Exile a copy of it.This is not optional.This is cumulative; if you Invest twice in the same card, you will get +4 Cards each time someone else gains a copy or Invests in it.If the game has another way to Exile cards, keep the Invested ones separate from the other ones; for example, you can put them half under the mat.Those other Exiled cards were not Invested and do not draw you cards.Cards Exiled with Invest can be discarded from the mat in the normal way, by gaining another copy of the card; then you will no longer draw cards for players gaining/Investing in them.", + "name": "Invest" + }, + "Kiln": { + "description": "+2 Coin
The next time you play a card this turn, you may first gain a copy of it.", + "extra": "Kiln can gain any type of card, as long as the card is played directly after Kiln.It can only gain cards from the Supply.You (optionally) gain a copy of the card before following the instructions on the card.If the card is an Attack and other players want to use cards like Moat, you gain the card before they choose to use Moat or not.If you Throne Room a Kiln, you will play Kiln, play Kiln again, first gaining a Kiln (optionally), and then can still gain a copy of the next card you play after that.If the next card you play is an Action and you use a Way for it, that has no special interaction with Kiln; you still may optionally gain a copy of that card.", + "name": "Kiln" + }, + "Livery": { + "description": "+3 Coin
This turn, when you gain a card costing 4 Coin or more, gain a Horse.", + "extra": "This is cumulative; for example, if you use Mastermind to play a Livery three times, then each card you gain that turn costing 4 Coin or more will come with three Horses.Livery works on cards gained via buying them, and cards gained other ways.", + "name": "Livery" + }, + "March": { + "description": "Look through your discard pile. You may play an Action card from it.", + "extra": "Normally you cannot look through your discard pile, so you cannot look to see if you want to buy March or not.Once you buy March, you look through your discard pile, and then have the option of playing an Action card from it.This does not use up an Action.", + "name": "March" + }, + "Mastermind": { + "description": "At the start of your next turn, you may play an Action card from your hand three times.", + "extra": "Playing an Action card via this is optional. If you do play one, you resolve the card completely, then play it a second time, then play it a third time, without playing other cards in-between (unless told to by a card).Playing these Actions does not use up Action plays. For example, if you Mastermind a Bounty Hunter, you will get +3 Actions total, and be able to play 4 Action cards after that - your normal one, plus 3 more for the +3 Actions.If a Mastermind plays a Duration card, the Mastermind stays in play as long as the Duration card does.If a Mastermind plays another Mastermind, both will stay in play, and the turn after that you can play three different Action cards from your hand three times each.If you Mastermind a Horse, you will get +2 Cards and +1 Action, return the Horse to its pile, get +2 Cards and +1 Action, fail to return the Horse since you already did, and get +2 Cards and +1 Action a third time and fail to return the Horse again.", + "name": "Mastermind" + }, + "Paddock": { + "description": "+2 Coin
Gain 2 Horses.
+1 Action per empty Supply pile.", + "extra": "This only checks how many piles are empty when you play it; how many +Actions you got does not change if a pile becomes empty later in the turn (or non-empty, such as due to Ambassador from Seaside).This only counts Supply piles, not non-Supply piles like Horse.", + "name": "Paddock" + }, + "Populate": { + "description": "Gain one card from each Action Supply pile.", + "extra": "You gain the top card from each Action pile in the Supply; you do not gain non-supply cards like Horse, or non-Action cards like Stockpile.If there are different cards in an Action pile, like the Knights (from Dark Ages), you just get the top one.If a pile is empty, you do not gain one of those.You choose the order to gain the cards, which sometimes matters; normally you can pick up a card from each pile and then choose what order to gain them in.For piles with different cards, the pile is an Action pile if the randomizer is an Action; so, Castles (from Empires) are not one.If you gain Cavalry or Villa (from Empires) with Populate, you return to your Action phase right then, but still finish gaining cards from Populate before doing more things.", + "name": "Populate" + }, + "Pursue": { + "description": "+1 BuyName a card. Reveal the top 4 cards from your deck. Put the matches back and discard the rest.", + "extra": "You can name a card that is not in the game; all four cards will be discarded.", + "name": "Pursue" + }, + "Reap": { + "description": "Gain a Gold. Set it aside. If you do, at the start of your next turn, play it.", + "extra": "This means you will start your next turn with a Gold in play and +3 Coin from it.You discard the Gold that turn as normal.If multiple things happen at the start of your turn, you can order them.This does not skip your Action phase.", + "name": "Reap" + }, + "Ride": { + "description": "Gain a Horse.", + "extra": "You simply gain a Horse.", + "name": "Ride" + }, + "Sanctuary": { + "description": "+1 Card
+1 Action
+1 Buy
You may Exile a card from your hand.", + "extra": "Exiling a card is optional.", + "name": "Sanctuary" + }, + "Scrap": { + "description": "Trash a card from your hand.Choose a different thing per 1 Coin it costs: +1 Card; +1 Action; +1 Buy; +1 Coin; gain a Silver; gain a Horse.", + "extra": "First trash a card, then choose a different bonus per 1 Coin the card cost, then do them in the order listed.So you might trash an Estate, choose +1 Card and \"gain a Horse,\" then draw a card and then gain the Horse.", + "name": "Scrap" + }, + "Seize the Day": { + "description": "Once per game: Take an extra turn after this one.", + "extra": "The extra turn is like a normal turn, except that it does not count for the tiebreaker.", + "name": "Seize the Day" + }, + "Sheepdog": { + "description": "+2 CardsWhen you gain a card, you may play this from your hand.", + "extra": "You can use this when gaining a card due to buying it, when gaining a card some other way such as due to Falconer, and even when gaining a card on another player's turn, such as due to Black Cat.Remember that when you buy a card, you can no longer play Treasures in that Buy phase.If you gain a Sheepdog to your hand - such as via Falconer - you can react to that gain and play the Sheepdog.f you gain a card with a \"when you gain\" clause, you can choose to resolve that before or after reacting with Sheepdog, for example, if you gain Hostelry, you can choose to discard Treasures for Horses before or after reacting with Sheepdog.", + "name": "Sheepdog" + }, + "Sleigh": { + "description": "Gain 2 Horses.When you gain a card, you may discard this, to put that card into your hand or onto your deck.", + "extra": "You can move the gained card from your discard pile even though you discarded Sleigh on top of it.If a gained card goes directly to somewhere other than your discard pile (for example, the Silver gained from Bureaucrat), Sleigh can still move it to your hand or the top of your deck.If something else has moved the card since it was gained, Sleigh cannot move it.", + "name": "Sleigh" + }, + "Snowy Village": { + "description": "+1 Card
+4 Actions
+1 Buy
Ignore any further +Actions you get this turn.", + "extra": "Any extra Actions you already had before playing this do not go away; for example, if you play Village and then Snowy Village, you can play 5 more Actions after that.Any further +Actions you would get that turn, you do not, including from playing another Snowy Village or converting Villagers (from Renaissance).This does not stop you from playing more cards via cards that tell you to play cards, such as Throne Room.You can convert Villagers between drawing the card and reaching the last sentence which prevents further +Actions.", + "name": "Snowy Village" + }, + "Stampede": { + "description": "If you have 5 or fewer cards in play, gain 5 Horses onto your deck.", + "extra": "It does not matter how many cards you played that turn, only how many you have in play when buying Stampede. If there are fewer than 5 Horses left in the pile, just gain as many as you can.", + "name": "Stampede" + }, + "Stockpile": { + "description": "3 <*COIN*>

+1 BuyWhen you play this, Exile it.", + "extra": "This is a Treasure worth 3 coin, like Gold; you play it in your Buy phase.When you play this, you also get +1 Buy, and put this on your Exile mat.If you play this twice with a card like Crown (from Empires), you will get +6 coin and +2 Buys total, even though you could only Exile it once.", + "name": "Stockpile" + }, + "Supplies": { + "description": "1 <*COIN*>

When you play this, gain a Horse onto your deck.", + "extra": "This is a Treasure worth 1 Coin, like Copper; you play it in your Buy phase.When you play this, gain a Horse, putting it directly onto your deck.", + "name": "Supplies" + }, + "Toil": { + "description": "+1 BuyYou may play an Action card from your hand.", + "extra": "Playing an Action card this way does not use up an Action.", + "name": "Toil" + }, + "Transport": { + "description": "Choose one: Exile an Action card from the Supply; or put an Action card you have in Exile onto your deck.", + "extra": "It only matters if the card is an Action, not if the whole pile is.This can take Action cards from your Exile mat that were put there by other cards.", + "name": "Transport" + }, + "Village Green": { + "description": "Either now or at the start of your next turn, +1 Card and +2 Actions.When you discard this other than during Clean-up, you may reveal it to play it.", + "extra": "When playing Village Green, choose whether to take +1 Card and +2 Actions immediately, or at the start of your next turn.If you choose \"immediately,\" Village Green will be discarded in the same turn's Clean-up; if you choose \"next turn,\" Village Green will be discarded that turn.If you play a Village Green multiple times, such as with Mastermind, you choose each time whether to take +1 Card and +2 Actions immediately or next turn, and the Village Green only stays in play until next turn if at least one of the plays was for next turn (in which case the Mastermind also stays in play).Village Green also lets you play it when you discard it, other than in Clean-up.You can only discard Village Green if something causes you to or lets you, and discarding it only lets you play it once (each time you discard it). This works whether it is your turn or another player's, and whether you discard it from your hand, or deck (such as with Cardinal), or from being set aside, or from Exile. This ability does not function if Village Green is put into your discard pile without being discarded, such as when bought, or due to Scavenger (from Dark Ages). The key thing to look for is a card telling you to \"discard\" cards.If you play Village Green when it is not your turn, and choose to take the +1 Card and +2 Actions immediately, the +2 Actions will not be useful.If you play Vassal and discard Village Green, you can react with Village Green to play it, and then Vassal lets you play it too. Vassal is discarded during from play that turn, regardless of whether Village Green stays out.", + "name": "Village Green" + }, + "Way of the Butterfly": { + "description": "You may return this to its pile to gain a card costing exactly 1 coin more than it.", + "extra": "You only gain a card if you manage to return the card to its pile. A non-Supply card (like HorseHorse.jpg) can return to its pile; a card with no pile, such as Necropolis (from Dark Ages), fails to return to its pile. The card you gain comes from the Supply, and can be any type; if there is no card in the Supply costing exactly more than the returned card, you do not gain one.", + "name": "Way of the Butterfly" + }, + "Way of the Camel": { + "description": "Exile a Gold from the Supply.", + "extra": "", + "name": "Way of the Camel" + }, + "Way of the Chameleon": { + "description": "Follow this card's instructions; each time that would give you +Cards this turn, you get +_ Coin instead, and vice-versa.", + "extra": "For example, if you play Sheepdog and use Way of the Chameleon, you will get +2 Coin instead of +2 Cards.If you play a Duration card using Way of the Chameleon, only the +_ Coin and +Cards you get that turn are affected; for example, if you play Merchant Ship (from Seaside) and use Way of the Chameleon, you will get +2 Cards this turn, but the normal +2 Coin next turn.This turns \"+Cards\" into \"+Coin\" and vice-versa, but does not change other ways to draw cards, for example, \"draw until you have 6 cards in hand.\"If the card that uses Way of the Chameleon plays another card, that card just does what it normally does (unless you use Way of the Chameleon on it as well).", + "name": "Way of the Chameleon" + }, + "Way of the Frog": { + "description": "+1 ActionWhen you discard this from play this turn, put it onto your deck.", + "extra": "", + "name": "Way of the Frog" + }, + "Way of the Goat": { + "description": "Trash a card from your hand.", + "extra": "", + "name": "Way of the Goat" + }, + "Way of the Horse": { + "description": "+2 Cards
+1 ActionReturn this to its pile.", + "extra": "The card returns to its pile, even if that is a non-Supply pile. A card with no pile, such as Necropolis (from Dark Ages), fails to return to its pile.If you use a card like Necromancer to play another card without moving it into play, and use Way of the Horse, that card does not move to its pile.Failing to return a card to a pile does not stop you from getting +2 Cards and +1 Action.", + "name": "Way of the Horse" + }, + "Way of the Mole": { + "description": "+1 Action
Discard your hand. +3 Cards.", + "extra": "You draw 3 cards even if you did not have any cards left to discard.", + "name": "Way of the Mole" + }, + "Way of the Monkey": { + "description": "+1 Buy
+1 Coin", + "extra": "", + "name": "Way of the Monkey" + }, + "Way of the Mouse": { + "description": "Play the set-aside card, leaving it there.Setup: Set aside an unused Action costing 2 Coin or 3 Coin.", + "extra": "Set aside any unused Action kingdom card costing 2 Coin or 3 Coin at the start of the game. Do any setup that that card requires.When using Way of the Mouse, you play the set-aside card, leaving it set-aside. For example, if you set aside Sleigh, then any Action card could be used to gain 2 Horses.The set-aside card cannot move itself when played, since it is not in play; for example, if the card is Embargo (from Seaside), it cannot be trashed.Text below a dividing line (other than setup) will not do anything.", + "name": "Way of the Mouse" + }, + "Way of the Mule": { + "description": "+1 Action
+1 Coin", + "extra": "", + "name": "Way of the Mule" + }, + "Way of the Otter": { + "description": "+2 Cards", + "extra": "", + "name": "Way of the Otter" + }, + "Way of the Owl": { + "description": "Draw until you have 6 cards in hand.", + "extra": "If you already have 6 or more cards in hand, you do not draw any cards.", + "name": "Way of the Owl" + }, + "Way of the Ox": { + "description": "+2 Actions", + "extra": "", + "name": "Way of the Ox" + }, + "Way of the Pig": { + "description": "+1 Card
+1 Action", + "extra": "", + "name": "Way of the Pig" + }, + "Way of the Rat": { + "description": "You may discard a Treasure to gain a copy of this.", + "extra": "This can only gain cards from the Supply.", + "name": "Way of the Rat" + }, + "Way of the Seal": { + "description": "+1 Coin
This turn, when you gain a card, you may put it onto your deck.", + "extra": "This applies to all gained cards, whether bought or otherwise gained.The card first is gained to wherever it normally would be, then you can move it onto your deck. If it moves somewhere else in-between (for example, trashing it using Watchtower from Prosperity), you cannot move it.", + "name": "Way of the Seal" + }, + "Way of the Sheep": { + "description": "+2 Coin", + "extra": "", + "name": "Way of the Sheep" + }, + "Way of the Squirrel": { + "description": "+2 Cards at the end of this turn.", + "extra": "Normally you get the two cards after drawing your hand in Clean-up. If you use this when it is not your turn (such as via Black Cat), you still draw two cards at the end of the turn.", + "name": "Way of the Squirrel" + }, + "Way of the Turtle": { + "description": "Set this aside. If you did, play it at the start of your next turn.", + "extra": "When you play the card at the start of your next turn, you can again use Way of the Turtle, delaying it another turn. You can keep doing this.Playing the card next turn does not use up an Action then. If you use a card like Throne Room to play a card twice, and then use Way of the Turtle, this does not cause the Throne Room to be set aside, or to stay in play as with Duration cards.If you use a card like Throne Room to play a card twice, and choose Way of the Turtle both times, you still only get one play at the start of your next turn, as you were not able to set it aside the second time.", + "name": "Way of the Turtle" + }, + "Way of the Worm": { + "description": "Exile an Estate from the Supply.", + "extra": "", + "name": "Way of the Worm" + }, + "Wayfarer": { + "description": "+3 Cards
You may gain a Silver.This has the same cost as the last other card gained this turn, if any.", + "extra": "Cards that lower costs, like Bridge from Intrigue, only apply to the other card, not to Wayfarer too (though they apply to Wayfarer if no other cards have been gained yet). For example, if you play Bridge, Wayfarer costs 5 Coin; if you then buy a Silver, at that point Wayfarer costs 2 Coin, the same as Silver.Wayfarer can have a cost with Potion (from Alchemy) or Debt (from Empires) in it.Buying Animal Fair via trashing an Action card changes the cost of Wayfarer to 7 Coin, Animal Fair's cost, not to trashing an Action card.If the cost of the last card gained changes after it was gained, the cost of Wayfarer changes too. For example, if you gain a Peddler when it costs 8 Coin, and then play 2 Action cards, Peddler and therefore Wayfarer both now cost 4 Coin in the Buy phase.The cost of Wayfarer can change while resolving other cards. For example, if you play Stonemason and trash a Wayfarer which costs 6 Coin, you then gain a cheaper card such as Duchy which costs 5 Coin; then you gain a second card costing less than Wayfarer which now costs 5 Coin.", + "name": "Wayfarer" + }, "Bad Omens": { "description": "Put your deck into your discard pile. Look through it and put 2 Coppers from it onto your deck (or reveal you can't.)", "extra": "Normally you will end up with a deck consisting of two Coppers, and a discard pile with the rest of your cards. Sometimes you will only have one or no Coppers; in those cases reveal your deck to demonstrate this.", @@ -2634,6 +2989,16 @@ "extra": "Landmarks are not Kingdom cards. It is recommended that no more than two Landmarks be used per game. Players may choose how to determine what Landmarks to play with. They may shuffle them with Events and deal out 2 cards from that pile every game; they may shuffle them into the Randomizer deck and use 0-2 depending on how many come up before finding 10 Kingdom cards; or they may use any method they like.", "name": "Landmarks - Empires" }, + "menagerie events": { + "description": "Events are not Kingdom cards. In a player's Buy phase, when the player can buy a card, the player can buy an Event instead. Buying an Event means paying the cost indicated on the Event and then doing the effect of the Event. The Event just stays on the table, the player does not take it; there is no way for a player to gain one or end up with one in his deck. Buying an Event uses up a Buy; normally a player can either buy a card, or buy an Event. A player with two Buys, such as after playing Ranger, could buy two cards, or buy two Events, or buy a card and an Event (in either 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.", + "extra": "Events are special on-buy effects not attached to cards. Players can buy Events during their Buy phase to trigger whatever the effect of the Event is, as an alternative to (or in addition to) buying cards from the supply.Events are not Kingdom cards; including one or more Events in a game does not count toward the 10 Kingdom card piles the supply includes. In fact, Events are not considered \"cards\" at all. Any text referring to a \"card\" (such as instructions to \"name a card\", or cost reducers changing the cost of cards) does not apply to Events. However, for reference, the Event effects and costs are printed on cards in a landscape orientation with silver frames.Any number of Events may be used in a game, but the recommendation is to not use more than 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.", + "name": "Events - Menagerie" + }, + "menagerie ways": { + "description": "Ways are a landscape that provide alternate ways to play Action cards. When you play an Action card, instead of doing what is printed on the Action card, you may do what is printed on a Way being used in that game.Ways are not Kingdom cards, and cannot be bought. Including one or more Ways in a game does not count 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.", + "extra": "Each Way gives Action cards an additional option: you can play the Action for what it normally does, or play it to do what the Way says 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 have Way of the Sheep in a game, which says \"+2 Coin,\" then you could play a Horse and choose to get +2 Coin; if you did so, you would not get +2 Cards and +1 Action, and would not return the Horse to its pile. Ways are not Kingdom cards, and cannot be bought; they sit on the table modifying the game rules. Text below a dividing line is 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, you get +2 Coin, and then while Highway is in play, its ability makes 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 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 the Market aside. Enchantress from Empires also changes what an Action card does when played. If you are affected by Enchantress, 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 played at an unusual time, like Sheepdog, it can still be used as a 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 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.", + "name": "Ways - Menagerie" + }, "nocturne boons": { "description": "Boons are a face-down deck of landscape-style instruction cards that are revealed as needed. Generally these have effects that are good for a player.Setup: If any Kingdom cards being used have the Fate type, shuffle the Boons and put them near the Supply, and put the Will-o'-Wisp (Spirit) pile near the Supply also.
Fate cards can somehow give players Boons; all the Fate type means is that the Boons are shuffled at the start of the game.", "extra": "The phrase 'receive a Boon' means, turn over the top Boon, and follow the instructions on it. If the Boons deck is empty, first shuffle the discarded Boons to reform the deck; you may also do this any time all Boons are in their discard pile. Received Boons normally go to the Boons discard pile, but three (The Field's Gift, The Forest's Gift, and The River's Gift) go in front of a player until that turn's Clean-up.\nBoons are never in a player's deck; they are physically cards but are not 'cards' in game terms. They are thus never 'cards in play,' receiving Boons is not 'gaining a card,' and so on.\nWith the exception of the following, most Boons are so simple that they do not need additional explanation.\nThe Moon's Gift: If your discard pile is empty, this will not do anything.\nThe River's Gift: You draw the card after drawing your hand for your next turn.\nThe Sky's Gift: If you choose to do this with fewer than three cards in hand, you will discard the rest of your cards but not gain a Gold. Discarding three cards gets you one Gold, not three.", diff --git a/src/domdiv/card_db/xx/sets_xx.json b/src/domdiv/card_db/xx/sets_xx.json index 09cd264e..b19d73c4 100644 --- a/src/domdiv/card_db/xx/sets_xx.json +++ b/src/domdiv/card_db/xx/sets_xx.json @@ -135,5 +135,15 @@ "set_name": "Seaside", "set_text": "All you ask is a tall ship and a star to steer her by. And someone who knows how to steer ships using stars. You finally got some of those rivers you'd wanted, and they led to the sea. These are dangerous, pirate-infested waters, and you cautiously send rat-infested ships across them, to establish lucrative trade at far-off merchant-infested ports. First, you will take over some islands, as a foothold. The natives seem friendly enough, crying their peace cries, and giving you spears and poison darts before you are even close enough to accept them properly. When you finally reach those ports you will conquer them, and from there you will look for more rivers. One day, all the rivers will be yours.\nThis is the 2nd addition to Dominion. It adds 26 new Kingdom cards to Dominion. Its central theme is your next turn; there are cards that do something this turn and next, cards that set up your next turn, and other ways to step outside of the bounds of a normal turn.", "text_icon": "S" + }, + "menagerie": { + "set_name": "Menagerie", + "text_icon": "M", + "set_text": "Dominion, that’s what you’re trying to achieve. This time with animals! They each have a lesson to teach, whether it’s how to spit really far, or what kind of grass tastes the best. It’s a lot to keep track of, but you’re like an elephant: you remember everything. And you’re afraid of mice. You’ve taken up riding. Horses are intimidating; they say you can lead a horse to water, but you haven’t managed it. So you’re working your way up, starting with dogs. So far so good; the dog hasn’t bucked you off yet. Your menagerie got off to a poor start, with just a goat, two rats, and the advisor who suggested starting a menagerie. You couldn’t get that fox you wanted, but it was probably bad anyway. Now you’ve got some camels, which are just as useless for sewing as you’d been warned, and a turtle that can hold its breath for longer than anyone can stay interested. Soon the animal kingdom will be yours.\nThis is the 13th expansion to Dominion. It has 400 cards, with 30 new Kingdom cards. There are Horses that save a draw for later, Exile mats that cards can be sent to and rescued from, and Ways that give Actions another option. Events return." + }, + "menagerie extras": { + "set_name": "Menagerie Extras", + "text_icon": "M", + "set_text": "" } } diff --git a/src/domdiv/card_db/xx/types_xx.json b/src/domdiv/card_db/xx/types_xx.json index b770ab4c..772f18ee 100644 --- a/src/domdiv/card_db/xx/types_xx.json +++ b/src/domdiv/card_db/xx/types_xx.json @@ -35,5 +35,7 @@ "Treasure": "Treasure", "Victory": "Victory", "Zombie": "Zombie", - "Projects": "Projects" + "Projects": "Projects", + "Way": "Way", + "Ways": "Ways" } diff --git a/src/domdiv/images/menagerie_set.png b/src/domdiv/images/menagerie_set.png new file mode 100644 index 00000000..73d1ccd2 Binary files /dev/null and b/src/domdiv/images/menagerie_set.png differ diff --git a/src/domdiv/images/way.png b/src/domdiv/images/way.png new file mode 100644 index 00000000..bdd3de83 Binary files /dev/null and b/src/domdiv/images/way.png differ diff --git a/src/domdiv/main.py b/src/domdiv/main.py index b5048f1f..76300676 100644 --- a/src/domdiv/main.py +++ b/src/domdiv/main.py @@ -496,6 +496,11 @@ def parse_opts(cmdline_args=None): action="store_true", help="Group all 'Project' cards across all expansions into one divider.", ) + group_select.add_argument( + "--exclude-ways", + action="store_true", + help="Group all 'Way' cards across all expansions into one divider.", + ) group_select.add_argument( "--only-type-any", "--only-type", @@ -1440,6 +1445,18 @@ def filter_sort_cards(cards, options): if options.expansions: options.expansions.append("extras") + # Combine all Ways across all expansions + if options.exclude_ways: + cards = combine_cards( + cards, + old_card_type="Way", + new_type="Ways", + new_card_tag="ways", + new_cardset_tag="extras", + ) + if options.expansions: + options.expansions.append("extras") + # Take care of any blank cards if options.include_blanks > 0: if options.expansions: diff --git a/src/domdiv/tools/Menagerie.csv b/src/domdiv/tools/Menagerie.csv new file mode 100644 index 00000000..767bf5c7 --- /dev/null +++ b/src/domdiv/tools/Menagerie.csv @@ -0,0 +1,75 @@ +"Sets";"Card";"Cost";"Count";"Randomizer";"Types";"Group";"Description";"Extra" +"menagerie";"Black Cat";2;;"Y";"Action,Attack,Reaction";;"+2 CardsIf it isn't your turn, each other player gains a Curse.When another player gains a Victory card, you may play this from your hand.";"When you play this on your turn, you draw 2 cards.When you play it on another player's turn - normally only possible via its reaction - you draw 2 cards, and then everyone else gains a Curse, in turn order starting with the player whose turn it is.When anyone else gains a Victory card - whether or not it is your turn - you may play this from your hand." +"menagerie";"Sleigh";2;;"Y";"Action,Reaction";;"Gain 2 Horses.When you gain a card, you may discard this, to put that card into your hand or onto your deck. ";"You can move the gained card from your discard pile even though you discarded Sleigh on top of it.If a gained card goes directly to somewhere other than your discard pile (for example, the Silver gained from Bureaucrat), Sleigh can still move it to your hand or the top of your deck.If something else has moved the card since it was gained, Sleigh cannot move it. " +"menagerie";"Supplies";2;;"Y";"Treasure";;"1 <*COIN*>

When you play this, gain a Horse onto your deck.";"This is a Treasure worth 1 Coin, like Copper; you play it in your Buy phase.When you play this, gain a Horse, putting it directly onto your deck. " +"menagerie";"Camel Train";3;;"Y";"Action";;"Exile a non-Victory card from the Supply.When you gain this, Exile a Gold from the Supply.";"When you play this, you Exile a non-Victory card from the Supply; when you gain this, you Exile a Gold from the Supply.The Exiled cards are not available for use until discarded from the Exile mat." +"menagerie";"Goatheard";3;;"Y";"Action";;"+1 ActionYou may trash a card from your hand.+1 Card per card the player to your right trashed on their last turn.";"You draw cards even if you did not trash a card.One way to keep count of the number of cards trashed is to put them on the trash sideways." +"menagerie";"Scrap";3;;"Y";"Action";;"Trash a card from your hand.Choose a different thing per 1 Coin it costs: +1 Card; +1 Action; +1 Buy; +1 Coin; gain a Silver; gain a Horse.";"First trash a card, then choose a different bonus per 1 Coin the card cost, then do them in the order listed.So you might trash an Estate, choose +1 Card and \""gain a Horse,\"" then draw a card and then gain the Horse." +"menagerie";"Sheepdog";3;;"Y";"Action,Reaction";;"+2 CardsWhen you gain a card, you may play this from your hand.";"You can use this when gaining a card due to buying it, when gaining a card some other way such as due to Falconer, and even when gaining a card on another player's turn, such as due to Black Cat.Remember that when you buy a card, you can no longer play Treasures in that Buy phase.If you gain a Sheepdog to your hand - such as via Falconer - you can react to that gain and play the Sheepdog.f you gain a card with a \""when you gain\"" clause, you can choose to resolve that before or after reacting with Sheepdog, for example, if you gain Hostelry, you can choose to discard Treasures for Horses before or after reacting with Sheepdog." +"menagerie";"Snowy Village";3;;"Y";"Action";;"+1 Card
+4 Actions
+1 Buy
Ignore any further +Actions you get this turn.";"Any extra Actions you already had before playing this do not go away; for example, if you play Village and then Snowy Village, you can play 5 more Actions after that.Any further +Actions you would get that turn, you do not, including from playing another Snowy Village or converting Villagers (from Renaissance).This does not stop you from playing more cards via cards that tell you to play cards, such as Throne Room.You can convert Villagers between drawing the card and reaching the last sentence which prevents further +Actions." +"menagerie";"Stockpile";3;;"Y";"Treasure";;"3 <*COIN*>

+1 BuyWhen you play this, Exile it.";"This is a Treasure worth 3 coin, like Gold; you play it in your Buy phase.When you play this, you also get +1 Buy, and put this on your Exile mat.If you play this twice with a card like Crown (from Empires), you will get +6 coin and +2 Buys total, even though you could only Exile it once." +"menagerie";"Bounty Hunter";4;;"Y";"Action";;"+1 Action
Exile a card from your hand.If you didn't have a copy of it in Exile, +3 Coin.";"First you get +1 Action and Exile a card from your hand; this is not optional.Then if that is the only copy of that card that you have in Exile, you get +3 Coin.If you can't Exile a card, you don't get +3 Coin." +"menagerie";"Cardinal";4;;"Y";"Action,Attack";;"+2 Coin
Each other player reveals the top 2 cards of their deck, Exiles one costing from 3 Coin to 6 Coin, and discards the rest.";"If an attacked player reveals two cards each costing from 3 Coin to 6 Coin, that player chooses which card they Exile." +"menagerie";"Cavalry";4;;"Y";"Action";;"Gain 2 Horses.When you gain this, +2 Cards, +1 Buy, and if it's your Buy phase return to your Action phase.";"When you gain Cavalry in your Buy phase, you get +2 Cards, +1 Buy, and return to your Action phase.When you gain Cavalry in a different phase or during another player's turn, you get +2 Cards and +1 Buy.+1 Buy is not useful if it is not your turn.This ability of Cavalry is not playing the Cavalry, and does not put Cavalry into play.Returning to your Action phase does not cause \""start of turn\"" abilities to repeat; however when your Buy phase happens again after that, \""start of your Buy phase\"" abilities can repeat.Returning to your Action phase does not give you any +Actions; you have left however many you already had left." +"menagerie";"Groom";4;;"Y";"Action";;"Gain a card costing up to 4 Coin If it's an...Action card, gain a Horse;Treasure card, gain a Silver;Victory card, +1 Card and +1 Action.";"First gain a card, then apply the bonuses in the order listed.A card can give you multiple bonuses; for example, if you gain a Mill (from Intrigue), you gain a Horse and then get +1 Card and +1 Action." +"menagerie";"Hostelry";4;;"Y";"Action";;"+1 Card
+2 ActionsWhen you gain this, you may discard any number of Treasures, revealed, to gain that many Horses.";"When you gain this, you may discard any number of Treasure cards from your hand, to gain that many Horses from their pile.Reveal the discarded Treasure cards.You do not have to discard anything, and cannot discard anything but Treasures." +"menagerie";"Village Green";4;;"Y";"Action,Duration,Reaction";;"Either now or at the start of your next turn, +1 Card and +2 Actions.When you discard this other than during Clean-up, you may reveal it to play it.";"When playing Village Green, choose whether to take +1 Card and +2 Actions immediately, or at the start of your next turn.If you choose \""immediately,\"" Village Green will be discarded in the same turn's Clean-up; if you choose \""next turn,\"" Village Green will be discarded that turn.If you play a Village Green multiple times, such as with Mastermind, you choose each time whether to take +1 Card and +2 Actions immediately or next turn, and the Village Green only stays in play until next turn if at least one of the plays was for next turn (in which case the Mastermind also stays in play).Village Green also lets you play it when you discard it, other than in Clean-up.You can only discard Village Green if something causes you to or lets you, and discarding it only lets you play it once (each time you discard it). This works whether it is your turn or another player's, and whether you discard it from your hand, or deck (such as with Cardinal), or from being set aside, or from Exile. This ability does not function if Village Green is put into your discard pile without being discarded, such as when bought, or due to Scavenger (from Dark Ages). The key thing to look for is a card telling you to \""discard\"" cards.If you play Village Green when it is not your turn, and choose to take the +1 Card and +2 Actions immediately, the +2 Actions will not be useful.If you play Vassal and discard Village Green, you can react with Village Green to play it, and then Vassal lets you play it too. Vassal is discarded during from play that turn, regardless of whether Village Green stays out." +"menagerie";"Barge";5;;"Y";"Action,Duration";;"Either now or at the start of your next turn,+3 Cards and +1 Buy.";"When playing Barge, choose whether to take +3 Cards and +1 Buy immediately, or at the start of your next turn.If you choose \""immediately,\"" Barge will be discarded in the same turn's Clean-up; if you choose \""next turn,\"" Barge will be discarded that turn.If you play a Barge multiple times, such as with Mastermind, you choose each time whether to take +3 Cards and +1 Buy immediately or next turn, and the Barge only stays in play until next turn if at least one of the plays was for next turn (in which case the Mastermind also stays in play)." +"menagerie";"Coven";5;;"Y";"Action,Attack";;"+1 Action
+2 Coin
Each other player Exiles a Curse from the Supply. If they can't, they discard their Exiled Curses.";"Curses are Exiled in turn order; it may be that one player Exiles a Curse while another discards the Curses from their mat." +"menagerie";"Displace";5;;"Y";"Action";;"Exile a card from your hand. Gain a differently named card costing up to 2 Coin more than it.";"The card you gain does not have to cost more than the card you Exiled.For example, you could Exile a Province and gain a Gold." +"menagerie";"Falconer";5;;"Y";"Action,Reaction";;"Gain a card to your hand costing less than this.When any player gains a card with 2 or more types (Action, Attack, etc.), you may play this from your hand.";"This can only gain cards from the Supply.You can react with this to any gained card with 2 or more types; it can be a card that was bought, or a card gained some other way, such as via a Falconer.You can do this regardless of who gained the card - you or anyone else - and regardless of whose turn it is.The types are the words on the bottom line – including Action, Attack, Curse, Duration, Reaction, Treasure, and Victory (with more in other expansions).If you gain a Falconer to your hand - such as via Artisan - you can react to that gain and play it, since it has two types." +"menagerie";"GateKeeper";5;;"Y";"Action,Duration,Attack";;"At the start of your next turn, +3 Coin. Until then, when another player gains an Action or Treasure card they don't have an Exiled copy of, they Exile it.";"While under this attack, whenever you gain an Action or Treasure that you do not have a copy of on your Exile mat, you Exile the gained card.Gaining a card that you do have a copy of on your Exile mat is unaffected, and lets you discard copies from your Exile mat if you want to as usual.Other abilities that happen when you gain a card happen at the same time, and you can only put the card on your mat if it has not moved anywhere since gaining it; so you can, for example, use a Sleigh to put a gained card into your hand, then fail to put it on your Exile mat.Gatekeeper only Exiles Actions and Treasures, it does not Exile, for example, Province.It only cares about cards in Exile, it does not care how they got there." +"menagerie";"Hunting Lodge";5;;"Y";"Action";;"+1 Card
+2 Actions
You may discard your hand for +5 Cards.";"When you play this, first draw a card and get +2 Actions; then decide if you want to discard your hand (which will include the card you just drew).If you do discard your hand, draw 5 cards (which may cause you to shuffle in the discarded cards)." +"menagerie";"Kiln";5;;"Y";"Action";;"+2 Coin
The next time you play a card this turn, you may first gain a copy of it.";"Kiln can gain any type of card, as long as the card is played directly after Kiln.It can only gain cards from the Supply.You (optionally) gain a copy of the card before following the instructions on the card.If the card is an Attack and other players want to use cards like Moat, you gain the card before they choose to use Moat or not.If you Throne Room a Kiln, you will play Kiln, play Kiln again, first gaining a Kiln (optionally), and then can still gain a copy of the next card you play after that.If the next card you play is an Action and you use a Way for it, that has no special interaction with Kiln; you still may optionally gain a copy of that card." +"menagerie";"Livery";5;;"Y";"Action";;"+3 Coin
This turn, when you gain a card costing 4 Coin or more, gain a Horse.";"This is cumulative; for example, if you use Mastermind to play a Livery three times, then each card you gain that turn costing 4 Coin or more will come with three Horses.Livery works on cards gained via buying them, and cards gained other ways." +"menagerie";"Mastermind";5;;"Y";"Action,Duration";;"At the start of your next turn, you may play an Action card from your hand three times.";"Playing an Action card via this is optional. If you do play one, you resolve the card completely, then play it a second time, then play it a third time, without playing other cards in-between (unless told to by a card).Playing these Actions does not use up Action plays. For example, if you Mastermind a Bounty Hunter, you will get +3 Actions total, and be able to play 4 Action cards after that - your normal one, plus 3 more for the +3 Actions.If a Mastermind plays a Duration card, the Mastermind stays in play as long as the Duration card does.If a Mastermind plays another Mastermind, both will stay in play, and the turn after that you can play three different Action cards from your hand three times each.If you Mastermind a Horse, you will get +2 Cards and +1 Action, return the Horse to its pile, get +2 Cards and +1 Action, fail to return the Horse since you already did, and get +2 Cards and +1 Action a third time and fail to return the Horse again." +"menagerie";"Paddock";5;;"Y";"Action";;"+2 Coin
Gain 2 Horses.
+1 Action per empty Supply pile.";"This only checks how many piles are empty when you play it; how many +Actions you got does not change if a pile becomes empty later in the turn (or non-empty, such as due to Ambassador from Seaside).This only counts Supply piles, not non-Supply piles like Horse." +"menagerie";"Sanctuary";5;;"Y";"Action";;"+1 Card
+1 Action
+1 Buy
You may Exile a card from your hand.";"Exiling a card is optional." +"menagerie";"Fisherman";"5*";;"Y";"Action";;"+1 Card
+1 Action
+1 CoinDuring your turns, if your discard pile is empty, this costs 3 Coin less.";"This costs 5 Coin normally, but 2 Coin whenever the player whose turn it is has an empty discard pile.If you have and two Buys with an empty discard pile, you can buy Fisherman for 2 Coin, but then you will no longer have an empty discard pile, so you cannot buy a second for 2 Coin." +"menagerie";"Destrier";"6*";;"Y";"Action";;"+2 Cards
+1 ActionDuring your turns, this costs 1 Coin less per card you've gained this turn.";"Destrier costs 1 Coin less per card the player whose turn it is has gained that turn.For example, you could play a Sleigh to gain two Horses, then use Workshop to gain a Destrier, as it would cost 4 Coin.Destrier only cares about cards gained by the player whose turn it is; for example, playing Witch to give other players Curses will not lower its cost." +"menagerie";"Wayfarer";"6*";;"Y";"Action";;"+3 Cards
You may gain a Silver.This has the same cost as the last other card gained this turn, if any.";"Cards that lower costs, like Bridge from Intrigue, only apply to the other card, not to Wayfarer too (though they apply to Wayfarer if no other cards have been gained yet). For example, if you play Bridge, Wayfarer costs 5 Coin; if you then buy a Silver, at that point Wayfarer costs 2 Coin, the same as Silver.Wayfarer can have a cost with Potion (from Alchemy) or Debt (from Empires) in it.Buying Animal Fair via trashing an Action card changes the cost of Wayfarer to 7 Coin, Animal Fair's cost, not to trashing an Action card.If the cost of the last card gained changes after it was gained, the cost of Wayfarer changes too. For example, if you gain a Peddler when it costs 8 Coin, and then play 2 Action cards, Peddler and therefore Wayfarer both now cost 4 Coin in the Buy phase.The cost of Wayfarer can change while resolving other cards. For example, if you play Stonemason and trash a Wayfarer which costs 6 Coin, you then gain a cheaper card such as Duchy which costs 5 Coin; then you gain a second card costing less than Wayfarer which now costs 5 Coin." +"menagerie";"Animal Fair";"7*";;"Y";"Action";;"+4 Coin
+1 Buy per empty supply pile.Instead of paying this card's cost, you may trash an Action card from your hand.";"This only checks how many piles are empty when you play it; how many +Buys you got does not change if a pile becomes empty later in the turn (or non-empty, such as due to Ambassador from Seaside).This only counts Supply piles, not non-Supply piles like Horse.When buying this card, you can trash an Action card from your hand instead of paying 7 Coin. You can only do this if you have an Action card in hand to trash. You can do this even if you do not have 7 Coin. When buying Animal Fair this way, you spend no _ Coin, but still use up a Buy.Animal Fair still has a cost of 7 Coin, regardless of how you pay for it.In games using Shelters, you can use an opening buy on Animal Fair by trashing Necropolis." +"menagerie";"Horse";"3*";30;"N";"Action";;"+2 Cards
+1 ActionReturn this to its pile.(This is not in the Supply.)";"It is a one-shot non-terminal draw card, similar to Experiment from Renaissance; but unlike Experiment, it is not in the supply, and therefore can only be gained in more restricted ways." +"menagerie";"Way of the Butterfly";;1;"N";"Way";"menagerie ways";"You may return this to its pile to gain a card costing exactly 1 coin more than it.";"You only gain a card if you manage to return the card to its pile. A non-Supply card (like HorseHorse.jpg) can return to its pile; a card with no pile, such as Necropolis (from Dark Ages), fails to return to its pile. The card you gain comes from the Supply, and can be any type; if there is no card in the Supply costing exactly more than the returned card, you do not gain one." +"menagerie";"Way of the Camel";;1;"N";"Way";"menagerie ways";"Exile a Gold from the Supply."; +"menagerie";"Way of the Chameleon";;1;"N";"Way";"menagerie ways";"Follow this card's instructions; each time that would give you +Cards this turn, you get +_ Coin instead, and vice-versa.";"For example, if you play Sheepdog and use Way of the Chameleon, you will get +2 Coin instead of +2 Cards.If you play a Duration card using Way of the Chameleon, only the +Coin and +Cards you get that turn are affected; for example, if you play Merchant Ship (from Seaside) and use Way of the Chameleon, you will get +2 Cards this turn, but the normal +2 Coin next turn.This turns ""+Cards"" into ""+Coin"" and vice-versa, but does not change other ways to draw cards, for example, ""draw until you have 6 cards in hand.""If the card that uses Way of the Chameleon plays another card, that card just does what it normally does (unless you use Way of the Chameleon on it as well)." +"menagerie";"Way of the Frog";;1;"N";"Way";"menagerie ways";"+1 ActionWhen you discard this from play this turn, put it onto your deck."; +"menagerie";"Way of the Goat";;1;"N";"Way";"menagerie ways";"Trash a card from your hand."; +"menagerie";"Way of the Horse";;1;"N";"Way";"menagerie ways";"+2 Cards
+1 ActionReturn this to its pile.";"The card returns to its pile, even if that is a non-Supply pile. A card with no pile, such as Necropolis (from Dark Ages), fails to return to its pile.If you use a card like Necromancer to play another card without moving it into play, and use Way of the Horse, that card does not move to its pile.Failing to return a card to a pile does not stop you from getting +2 Cards and +1 Action." +"menagerie";"Way of the Mole";;1;"N";"Way";"menagerie ways";"+1 Action
Discard your hand. +3 Cards.";"You draw 3 cards even if you did not have any cards left to discard." +"menagerie";"Way of the Monkey";;1;"N";"Way";"menagerie ways";"+1 Buy
+1 Coin"; +"menagerie";"Way of the Mouse";;1;"N";"Way";"menagerie ways";"Play the set-aside card, leaving it there.Setup: Set aside an unused Action costing 2 Coin or 3 Coin.";"Set aside any unused Action kingdom card costing 2 Coin or 3 Coin at the start of the game. Do any setup that that card requires.When using Way of the Mouse, you play the set-aside card, leaving it set-aside. For example, if you set aside Sleigh, then any Action card could be used to gain 2 Horses.The set-aside card cannot move itself when played, since it is not in play; for example, if the card is Embargo (from Seaside), it cannot be trashed.Text below a dividing line (other than setup) will not do anything." +"menagerie";"Way of the Mule";;1;"N";"Way";"menagerie ways";"+1 Action
+1 Coin"; +"menagerie";"Way of the Otter";;1;"N";"Way";"menagerie ways";"+2 Cards "; +"menagerie";"Way of the Owl";;1;"N";"Way";"menagerie ways";"Draw until you have 6 cards in hand.";"If you already have 6 or more cards in hand, you do not draw any cards." +"menagerie";"Way of the Ox";;1;"N";"Way";"menagerie ways";"+2 Actions"; +"menagerie";"Way of the Pig";;1;"N";"Way";"menagerie ways";"+1 Card
+1 Action"; +"menagerie";"Way of the Rat";;1;"N";"Way";"menagerie ways";"You may discard a Treasure to gain a copy of this.";"This can only gain cards from the Supply." +"menagerie";"Way of the Seal";;1;"N";"Way";"menagerie ways";"+1 Coin
This turn, when you gain a card, you may put it onto your deck.";"This applies to all gained cards, whether bought or otherwise gained.The card first is gained to wherever it normally would be, then you can move it onto your deck. If it moves somewhere else in-between (for example, trashing it using Watchtower from Prosperity), you cannot move it." +"menagerie";"Way of the Sheep";;1;"N";"Way";"menagerie ways";"+2 Coin"; +"menagerie";"Way of the Squirrel";;1;"N";"Way";"menagerie ways";"+2 Cards at the end of this turn.";"Normally you get the two cards after drawing your hand in Clean-up. If you use this when it is not your turn (such as via Black Cat), you still draw two cards at the end of the turn." +"menagerie";"Way of the Turtle";;1;"N";"Way";"menagerie ways";"Set this aside. If you did, play it at the start of your next turn.";"When you play the card at the start of your next turn, you can again use Way of the Turtle, delaying it another turn. You can keep doing this.Playing the card next turn does not use up an Action then. If you use a card like Throne Room to play a card twice, and then use Way of the Turtle, this does not cause the Throne Room to be set aside, or to stay in play as with Duration cards.If you use a card like Throne Room to play a card twice, and choose Way of the Turtle both times, you still only get one play at the start of your next turn, as you were not able to set it aside the second time." +"menagerie";"Way of the Worm";;1;"N";"Way";"menagerie ways";"Exile an Estate from the Supply."; +"menagerie";"Delay";0;1;"N";"Event";"menagerie events";"You may set aside an Action card from your hand. At the start of your next turn, play it.";"Once you set aside the Action card, you have to play it at the start of your next turn.If you do multiple things at the start of your turn, you can order them.Playing the Action card at the start of your next turn does not use up an Action." +"menagerie";"Desperation";0;1;"N";"Event";"menagerie events";"Once per turn: You may gain a Curse. If you do, +1 Buy and +2 Coin";"If the Curse pile is empty, you fail to gain one and do not get +1 Buy and +2 Coin." +"menagerie";"Gamble";2;1;"N";"Event";"menagerie events";"+1 BuyReveal the top card of your deck. If it's a Treasure or Action, you may play it. Otherwise, discard it.";"If you don't play the card, you discard it, whether or not it's a Treasure or Action. " +"menagerie";"Pursue";2;1;"N";"Event";"menagerie events";"+1 BuyName a card. Reveal the top 4 cards from your deck. Put the matches back and discard the rest.";"You can name a card that is not in the game; all four cards will be discarded. " +"menagerie";"Ride";2;1;"N";"Event";"menagerie events";"Gain a Horse.";"You simply gain a Horse. " +"menagerie";"Toil";2;1;"N";"Event";"menagerie events";"+1 BuyYou may play an Action card from your hand.";"Playing an Action card this way does not use up an Action. " +"menagerie";"Enhance";3;1;"N";"Event";"menagerie events";"You may trash a non-Victory card from your hand, to gain a card costing up to 2 coin more than it.";"If you trash a card, you must gain a card costing up to 2 coin more than it. " +"menagerie";"March";3;1;"N";"Event";"menagerie events";"Look through your discard pile. You may play an Action card from it.";"Normally you cannot look through your discard pile, so you cannot look to see if you want to buy March or not.Once you buy March, you look through your discard pile, and then have the option of playing an Action card from it.This does not use up an Action." +"menagerie";"Transport";3;1;"N";"Event";"menagerie events";"Choose one: Exile an Action card from the Supply; or put an Action card you have in Exile onto your deck.";"It only matters if the card is an Action, not if the whole pile is.This can take Action cards from your Exile mat that were put there by other cards. " +"menagerie";"Banish";4;1;"N";"Event";"menagerie events";"Exile any number of cards with the same name from your hand.";"For example, you could Exile three Estates from your hand. " +"menagerie";"Bargain";4;1;"N";"Event";"menagerie events";"Gain a non-Victory card costing up to 5 coin. Each other player gains a Horse.";"The other players gain their Horses in turn order.They cannot decline to gain one. " +"menagerie";"Invest";4;1;"N";"Event";"menagerie events";"Exile an Action card from the Supply. While it's in Exile, when another player gains or Invests in a copy of it, +2 Cards.";"It only matters if the card you Exile is an Action, not if the whole pile is.While the card is Exiled, you draw 2 cards each time another player gains a copy of it, or uses Invest to Exile a copy of it.This is not optional.This is cumulative; if you Invest twice in the same card, you will get +4 Cards each time someone else gains a copy or Invests in it.If the game has another way to Exile cards, keep the Invested ones separate from the other ones; for example, you can put them half under the mat.Those other Exiled cards were not Invested and do not draw you cards.Cards Exiled with Invest can be discarded from the mat in the normal way, by gaining another copy of the card; then you will no longer draw cards for players gaining/Investing in them." +"menagerie";"Seize the Day";4;1;"N";"Event";"menagerie events";"Once per game: Take an extra turn after this one.";"The extra turn is like a normal turn, except that it does not count for the tiebreaker. " +"menagerie";"Commerce";5;1;"N";"Event";"menagerie events";"Gain a Gold per differently named card you've gained this turn.";"First count how many differently named cards you have gained this turn, then gain that many Golds. For example, if you have gained two Province, a Silver, and a Horse, you would gain three Golds." +"menagerie";"Demand";5;1;"N";"Event";"menagerie events";"Gain a Horse and a card costing up to 4 coin, both onto your deck.";"The Horse goes on top first, then the card costing up to 4 coin does. " +"menagerie";"Stampede";5;1;"N";"Event";"menagerie events";"If you have 5 or fewer cards in play, gain 5 Horses onto your deck.";"It does not matter how many cards you played that turn, only how many you have in play when buying Stampede. If there are fewer than 5 Horses left in the pile, just gain as many as you can. " +"menagerie";"Reap";7;1;"N";"Event";"menagerie events";"Gain a Gold. Set it aside. If you do, at the start of your next turn, play it.";"This means you will start your next turn with a Gold in play and +3 Coin from it.You discard the Gold that turn as normal.If multiple things happen at the start of your turn, you can order them.This does not skip your Action phase." +"menagerie";"Enclave";8;1;"N";"Event";"menagerie events";"Gain a Gold. Exile a Duchy from the Supply.";"The Duchy goes directly from the Duchy pile to your Exile mat." +"menagerie";"Alliance";10;1;"N";"Event";"menagerie events";"Gain a Province, a Duchy, an Estate, a Gold, a Silver, and a Copper.";"You gain each of those cards that is present in the Supply; you cannot choose not to gain one. You gain them in the order listed." +"menagerie";"Populate";10;1;"N";"Event";"menagerie events";"Gain one card from each Action Supply pile.";"You gain the top card from each Action pile in the Supply; you do not gain non-supply cards like Horse, or non-Action cards like Stockpile.If there are different cards in an Action pile, like the Knights (from Dark Ages), you just get the top one.If a pile is empty, you do not gain one of those.You choose the order to gain the cards, which sometimes matters; normally you can pick up a card from each pile and then choose what order to gain them in.For piles with different cards, the pile is an Action pile if the randomizer is an Action; so, Castles (from Empires) are not one.If you gain Cavalry or Villa (from Empires) with Populate, you return to your Action phase right then, but still finish gaining cards from Populate before doing more things." +;"menagerie ways";;;;;"Ways - Menagerie";"Ways are a landscape that provide alternate ways to play Action cards. When you play an Action card, instead of doing what is printed on the Action card, you may do what is printed on a Way being used in that game.Ways are not Kingdom cards, and cannot be bought. Including one or more Ways in a game does not count 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.";"Each Way gives Action cards an additional option: you can play the Action for what it normally does, or play it to do what the Way says 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 have Way of the Sheep in a game, which says \""+2 Coin,\"" then you could play a Horse and choose to get +2 Coin; if you did so, you would not get +2 Cards and +1 Action, and would not return the Horse to its pile. Ways are not Kingdom cards, and cannot be bought; they sit on the table modifying the game rules. Text below a dividing line is 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, you get +2 Coin, and then while Highway is in play, its ability makes 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 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 the Market aside. Enchantress from Empires also changes what an Action card does when played. If you are affected by Enchantress, 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 played at an unusual time, like Sheepdog, it can still be used as a 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 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." +;"menagerie events";;;;;"Events - Menagerie";"Events are not Kingdom cards. In a player's Buy phase, when the player can buy a card, the player can buy an Event instead. Buying an Event means paying the cost indicated on the Event and then doing the effect of the Event. The Event just stays on the table, the player does not take it; there is no way for a player to gain one or end up with one in his deck. Buying an Event uses up a Buy; normally a player can either buy a card, or buy an Event. A player with two Buys, such as after playing Ranger, could buy two cards, or buy two Events, or buy a card and an Event (in either 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.";"Events are special on-buy effects not attached to cards. Players can buy Events during their Buy phase to trigger whatever the effect of the Event is, as an alternative to (or in addition to) buying cards from the supply.Events are not Kingdom cards; including one or more Events in a game does not count toward the 10 Kingdom card piles the supply includes. In fact, Events are not considered \""cards\"" at all. Any text referring to a \""card\"" (such as instructions to \""name a card\"", or cost reducers changing the cost of cards) does not apply to Events. However, for reference, the Event effects and costs are printed on cards in a landscape orientation with silver frames.Any number of Events may be used in a game, but the recommendation is to not use more than 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. " +;"ways";;;;;"Ways - All";"Ways are a landscape that provide alternate ways to play Action cards. When you play an Action card, instead of doing what is printed on the Action card, you may do what is printed on a Way being used in that game.Ways are not Kingdom cards, and cannot be bought. Including one or more Ways in a game does not count 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.";"Each Way gives Action cards an additional option: you can play the Action for what it normally does, or play it to do what the Way says 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 have Way of the Sheep in a game, which says \""+2 Coin,\"" then you could play a Horse and choose to get +2 Coin; if you did so, you would not get +2 Cards and +1 Action, and would not return the Horse to its pile. Ways are not Kingdom cards, and cannot be bought; they sit on the table modifying the game rules. Text below a dividing line is 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, you get +2 Coin, and then while Highway is in play, its ability makes 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 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 the Market aside. Enchantress from Empires also changes what an Action card does when played. If you are affected by Enchantress, 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 played at an unusual time, like Sheepdog, it can still be used as a 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 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." diff --git a/src/domdiv/tools/Menagerie.ods b/src/domdiv/tools/Menagerie.ods new file mode 100644 index 00000000..d2e4519b Binary files /dev/null and b/src/domdiv/tools/Menagerie.ods differ diff --git a/src/domdiv/tools/new_cards.py b/src/domdiv/tools/new_cards.py new file mode 100644 index 00000000..754a73ae --- /dev/null +++ b/src/domdiv/tools/new_cards.py @@ -0,0 +1,112 @@ +#!/usr/bin/python3 +# coding=utf-8 + +import csv +import json +import argparse + + +def parse_opts(cmdline_args=None): + parser = argparse.ArgumentParser( + formatter_class=argparse.ArgumentDefaultsHelpFormatter, + description="""From a CSV file containing card information, generate JSON code that can be added + to the cards_db.json and /en_us/cards_en_us.json files. + Column headings used include: + "Sets";"Card";"Cost";"Count";"Randomizer";"Types";"Group";"Description";"Extra". + + "Sets" and "Types" are each a comma separated list. + A value for "Cost" is only needed if it is different from the default for the card Type. + "Randomizer" should contain an 'N' if the card has no randomizer. + A blank "Sets" field will add the "Card", "Description", and "Extra" to the + cards_en_us.json file, but no entry will be added to the cards_db.json file. + + If "Group" is used, this should be a unique card name value for the group. + Cards with the same "Group" value will be group together with --special-card-groups. + A row should then be added with a blank "Sets" with this group value as a "Card" to include + the text values for the tab used by the group. + """, + epilog="Source can be found at 'https://github.com/sumpfork/dominiontabs'. ", + ) + parser.add_argument( + "csv", + help='input CSV file saved in UTF-8 format with ";" as the column seperator.', + ) + + # Basic Divider Information + group_basic = parser.add_argument_group( + "Output File Options", "Specify output files." + ) + group_basic.add_argument( + "--cards_db", + "--db", + dest="cards_db", + default="new_cards_db.json", + help="The card db output file name.", + ) + group_basic.add_argument( + "--cards_text", + "--text", + dest="cards_text", + default="new_cards_en_us.json", + help="The card text output file name.", + ) + options = parser.parse_args(args=cmdline_args) + return options + + +def clean_opts(options): + # None for now + return options + + +def generate(options): + new_cards_db = [] + new_cards_en_us = {} + + with open(options.csv) as csvfile: + reader = csv.DictReader(csvfile, delimiter=";", quotechar='"', escapechar="") + # NOTE: csv file must be saved in UTF-8 + for card in reader: + card_db_entry = { + "card_tag": card["Card"].strip(), + "cardset_tags": [s.strip() for s in card["Sets"].split(",")], + "cost": card["Cost"].strip(), + "types": [t.strip() for t in card["Types"].split(",")], + } + + if card["Randomizer"]: + if "N" in card["Randomizer"].upper(): + card_db_entry["randomizer"] = False + if card["Count"]: + card_db_entry["count"] = card["Count"].strip() + if card["Group"]: + card_db_entry["group_tag"] = card["Group"].strip() + + if card["Sets"]: + # Add this card to the db + new_cards_db.append(card_db_entry) + # For Text, use Card as the Name of the Card + name = card["Card"].strip() + else: + # Skip cards without a set. These are created in program, but they need text. + # For Text, use what is in the Group column for the Name of the Card + name = card["Group"].strip() + + new_cards_en_us[card["Card"]] = { + "description": card["Description"].replace('\\"', '"').strip(), + "extra": card["Extra"].replace('\\"', '"').strip(), + "name": name, + } + + json.dump(new_cards_db, open(options.cards_db, "w"), indent=4) + json.dump(new_cards_en_us, open(options.cards_text, "w"), indent=4) + + +def main(): + options = parse_opts() + options = clean_opts(options) + generate(options) + + +if __name__ == "__main__": + main() diff --git a/tests/carddb_tests.py b/tests/carddb_tests.py index 5afeaa88..8f0781c8 100644 --- a/tests/carddb_tests.py +++ b/tests/carddb_tests.py @@ -22,7 +22,7 @@ def rmd(): def test_cardread(): - num_cards_expected = 576 + num_cards_expected = 647 options = main.parse_opts([]) options.data_path = "." @@ -53,6 +53,7 @@ def test_cardread(): u"nocturne extras", u"promo", u"renaissance", + u"menagerie", u"extras", u"animals", }