Gardens Rush with Ambassador and Outpost

Fool's Gold
: 2

If this is the first time you played a Fool's Gold this turn, this is worth 1 Treasure, otherwise it's worth 4 Treasure.
When another player gains a Province, you may trash this from your hand. If you do, gain a Gold, putting it on your deck.

Reaction
Treasure
Ambassador
: 3

Reveal a card from your hand. Return up to 2 copies of it from your hand to the Supply. Then each other player gains a copy of it.

Action
Attack
Shanty Town
: 3

Reveal your hand. If you have no Action cards in hand, +2 Cards.

Action
Gardens
: 4

Worth 1 Victory point for every 10 cards in your deck (rounded down).

Victory
Horn of Plenty
: 5

When you play this, gain a card costing up to 1 treasure per differently named card you have in play, counting this. If it's a Victory card, trash this.

Treasure
Lighthouse
: 2

Now and at the start of your next turn: +1 Treasure.

While this is in play, when another player plays an Attack card, it doesn't affect you.

Action
Duration
Black Market
: 3

Reveal the top 3 cards of the Black Market deck. You may buy one of them immediately. Put the unbought cards on the bottom of the Black Market deck in any order.

(Before the game, make a Black Market deck out of one copy of each Kingdom card not in the supply.)

Action
Feast
: 4

Trash this card. Gain a card costing up to 5 treasure.

Action
Embassy
: 5

Discard 3 cards.
When you gain this, each other player gains a Silver.

Action
Outpost
: 5

You only draw 3 cards (instead of 5) in this turn's Clean-up phase. Take an extra turn after this one. This can't cause you to take more than two consecutive turns.

Action
Duration
This game was custom designed
None
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