Random Marathon 7

Secret Chamber
: 2

Discard any number of cards. + 1 Treasure per card discarded.

When another player plays an Attack card, you may reveal this from your hand. If you do, +2 Cards from your hand on top of your deck.

Action
Reaction
Swindler
: 3

Each other player trashes the top card of his deck and gains a card with the same cost that you choose.

Action
Attack
Gardens
: 4

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

Victory
Contraband
: 5

When you play this, the player to your left names a card. You can't buy that card this turn.

Treasure
Venture
: 5

When you play this, reveal cards from your deck until you reveal a Treasure. Discard the other cards. Play that Treasure.

Treasure
Shanty Town
: 3

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

Action
Trade Route
: 3

+1 treasure per token on the Trade Route mat. Trash a card from your hand.

Setup: Put a token on each Victory card Supply pile. When a card is gained from that pile, you move the token to the Trade Route mat.

Action
Talisman
: 4

While this is in play, when you buy a card costing 4 treasure or less that is not a Victory card, gain a copy of it.

Treasure
Duke
: 5

Worth 1 Victory point per Duchy you have.

Victory
Forge
: 7

Trash any number of cards from your hand. Gain a card with cost exactly equal to the total cost in coins of the trashed cards.

Action
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Average: 4 (1 vote)

Comments

Trade route overpowered at

Trade route overpowered at the end. But kind of interesting