seven point five

Native Village
: 2

Choose one: Set aside the top card of your deck face down on your Native Village mat; or put all the cards from your mat into your hand.

You may look at the cards on your mat at any time; return them to your deck at the end of the game.

Action
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
Bridge
: 4

All cards (including cards in players' hands) cost 1 Treasure less this turn, but not less than 0 Treasure.

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
Wharf
: 5

Now and at the start of your next turn:

+2 Cards
+1 Buy

Action
Duration
Steward
: 3

Choose one: +2 Cards; or +2 Treasure; or trash 2 cards from your hand.

Action
Wishing Well
: 3

Name a card. Reveal the top card of your deck. If it is the named card, put it into your hand.

Action
Island
: 4

Set aside this and another card from your hand. Return them to your deck at the end of the game.

Action
Victory
Upgrade
: 5

Trash a card from your hand. Gain a card costing exactly 1 Treasure more than it.

Action
Harem
: 6
Treasure
Victory
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