- 1 Discover the Fascinating World of Intrigue Kingdom Cards!
- 1.1 The Fearful Dragon
- 1.2 The Crafty Enchanter
- 1.3 The Loyal Knight
- 1.4 The Mysterious Spy
- 1.5 The Swift Archer
- 1.5.1 Bridge
- 1.5.2 Now, let’s talk about the Conspirator card.
- 1.5.3 Coppersmith
- 1.5.4 Check out Courtyard!
- 1.5.5 Counting House
- 1.5.6 But wait, there’s more!
- 1.5.7 Show Your True Face: Masquerade
- 1.5.8 Mining Village
- 1.5.9 Minion
- 1.5.10 Nobles
- 1.5.11 Pawn
- 1.5.12 Scout
- 1.5.13 Secret Chamber
- 1.5.14 Shanty Town
- 1.5.15 Let’s Talk About Steward
- 1.5.16 Swindler
- 1.5.17 The Trading Post
- 1.5.18 Tribute
- 1.5.19 Upgrade
- 1.5.20 Wishing Well
Discover the Fascinating World of Intrigue Kingdom Cards!
Welcome, my friends, to a realm brimming with wonder and excitement – the mesmerizing world of Intrigue Kingdom Cards! Step into a diverse and enchanting landscape, where every card holds its own intrigue and brings a unique twist to the game.
Let me take you on a journey through this captivating kingdom and unlock the secrets of these extraordinary cards. With their myriad powers and abilities, each card possesses the power to shape your destiny and alter the course of the game!
Are you ready for an adventure like no other? Let’s dive into the fascinating descriptions of these magnificent Intrigue Kingdom Cards and discover the endless possibilities they hold:
The Fearful Dragon
A fearsome creature of the skies, The Fearful Dragon strikes terror into the hearts of all who dare to face it. Its fiery breath can consume entire armies in an instant, making it a force to be reckoned with. Beware, for its power can turn the tide of battle in the blink of an eye!
The Crafty Enchanter
The Crafty Enchanter weaves spells of illusion and deception, playing with your opponent’s mind. With a flick of their wand, they can transform allies into enemies and make the impossible possible. Harness their magic wisely, for it holds the key to victory!
The Loyal Knight
A noble warrior with unwavering loyalty, The Loyal Knight stands strong in the face of danger. Clad in gleaming armor, they protect and defend their allies with unwavering devotion. Their steadfast resolve can turn the tide of battle and secure victory for their comrades!
The Mysterious Spy
Operating in the shadows, The Mysterious Spy is a master of deception and subterfuge. With their keen intellect and quick wit, they gather valuable information and unravel their opponents’ strategies. Trust no one, for their presence can change the course of the game in an instant!
The Swift Archer
With unparalleled precision and agility, The Swift Archer strikes swiftly and silently from a distance. Their arrows find their mark unerringly, making them a formidable force on the battlefield. Beware, for The Swift Archer’s aim is true, and their shots can turn the tide of battle!
These are just a few glimpses into the awe-inspiring world of Intrigue Kingdom Cards. Each card holds its own secrets and surprises, waiting to be discovered and deployed in your quest for glory. Are you ready to embark on this thrilling adventure?
When you have an Estate in your hand, you always have the choice to keep it or get rid of it. It’s up to you. But keep in mind that if you decide to keep it, you have to take another Estate card if there are any left. You can’t just get an extra Buy from this card.
Hey there! Did you know that costs for all things are reduced by 1 coin? Pretty cool, right? Let me break it down for you.
Imagine you played the Village card, then followed it up with the Bridge card, and capped it off with the Workshop card. Now, because of the Bridge, you can use the Workshop to gain a Duchy card for just 4 coins instead of the usual 5. See how it works?
And here’s the icing on the cake: this cost reduction doesn’t just apply to buying cards. It affects the cards in your deck too. So, let’s say you have 3 coins. You can use 2 coins to buy a Silver card and 1 coin to buy an Estate card. It’s like getting a discount on everything!
Oh, and by the way, this cost reduction effect adds up. If you use a Throne Room card on a Bridge, all the cards you buy or use that turn will be 2 coins cheaper. Talk about a sweet deal!
Here’s a little rule of thumb: costs can never go below 0 coins. So, if you play a Bridge card and then an Upgrade card, you can trash a Copper card (which costs 0) and gain a Pawn card (which costs 1 after playing the Bridge). Amazing, right?
Now, let’s talk about the Conspirator card.
When you play Conspirator, you need to determine if it gives you +1 Card and +1 Action. However, if you play more Action cards later in the turn, you don’t need to go back and reevaluate a Conspirator that you played earlier.
Now, when it comes to counting actions, if you use Throne Room on an Action card, it counts as one Action for the Throne Room itself, one for the selected Action played the first time, and one for the selected Action played the second time.
Let’s say you play Throne Room on Conspirator. The first Conspirator will be your second Action, and it won’t give you +1 Card or +1 Action. But the second Conspirator will be your third Action, and you will get +1 Card and +1 Action for that second Conspirator. It’s important to note that Action – Victory cards are also considered Actions.
Hey there! Let me explain how using Copper in the game works. When you play a Copper card, it usually gives you 1 coin. However, if you use the Throne Room card on Coppersmith, something special happens. Each Copper you play that turn will give you 3 coins instead of just 1. Pretty cool, right?
Check out Courtyard!
When you play this card, you have the option to replenish your hand by drawing three cards. From these three cards, you select one to keep and put the others back on top of your deck. This means that you can choose any of the three cards to return to your deck, not just the ones you drew. It’s a simple yet strategic move that allows you to tailor your deck to your liking and prepare for future plays.
Did you know that a card called “Duke” exists in the game? It may not seem very useful at first, but hold on! This card doesn’t do anything until the very end of the game. And when it does, it becomes super valuable.
So, here’s how it works: at the end of the game, each Duchy card you have is worth 1 point. And get this, when I say “each Duchy card,” I’m not just talking about the ones in your hand. Nope, I mean ALL of them – the ones in your Deck, your Discard pile, everywhere. It’s like they all come together to help you score big.
Now, at the beginning of the game, things are a little different. You’ll find 12 Dukes in the Supply if you’re playing with 3 or 4 players. But if it’s just you and one other person, you’ll still have Dukes, but there will be only 8 of them in the Supply. So, make sure to adjust accordingly.
But wait, there’s more!
Have you heard about the Great Hall card? It’s another interesting one. This card doesn’t have any special abilities or powers, but it’s still pretty cool. It’s worth 1 victory point, which is not bad considering it doesn’t do much else. It’s a simple but effective addition to your Deck.
Remember, when it comes to playing Dominion, every card counts. So, keep an eye out for those Dukes and Great Halls, because they might just be the key to victory!
This card is a dual-purpose card in the game. When you play it, you get to draw an extra card and you have the option to play another action. And at the end of the game, it’s worth 1 point, just like an Estate card. When setting up the game, you’ll need 12 Great Halls for a game with 3 or 4 players, and 8 for a game with 2 players. So, it’s a card that can give you some extra benefits during the game and also contribute to your final score.
This card is pretty special – it’s both a Treasure card and a Victory card. You can play it by spending 2 coins, just like a Silver card. When the game comes to a close, it’s worth a solid 2 victory points. At the beginning of the game, make sure to have 12 Harems in the Supply if you’re playing with 3 or 4 players, and 8 Harems if it’s just a 2-player game. Trust me, having these Harems will really give you an advantage!
When you gain a card in Dominion, it comes from the Supply and goes into your discard pile. The type of card you gain determines the bonus you receive.
If a card has two types, you get both bonuses. For example, if you use Ironworks to gain a Great Hall, you will draw a card (because Great Hall is a Victory card) and may play another Action (because Great Hall is an Action card). The cost of cards can be affected by Bridge.
Show Your True Face: Masquerade
So, here’s how this game works. First, I draw 2 cards. Then, we all choose a card from our hand and place it face down on the table, next to the player on our left. The player to the left takes that card and adds it to their hand. We do this at the same time, so it’s a surprise what card we end up with.
After that, we have the option to get rid of a card from our hand. Only the player who played Masquerade has this ability. It’s important to note that this move is not an Attack, so you can’t protect yourself with cards like Moat or Secret Chamber.
When it comes to Mining Village, you have an important decision to make before moving on to other actions or phases. Whether you choose to trash it or not, you will still receive a card and +2 Actions.
If you decide to trash Mining Village, you will also gain +2 Coins. However, keep in mind that if you Throne Room a Mining Village, you won’t be able to trash it twice. The first time you play and trash Mining Village, you will receive +1 Card, +2 Actions, and +2 Coins. When you play it again with the Throne Room, you will get +1 Card and +2 Actions, but you won’t be able to trash it once more.
When you make a decision, you’ll gain +1 Action no matter what you choose. Your options are either +2 coins or a series of actions that involve discarding, drawing 4 cards, and causing other players to discard and draw.
If you use the Moat card, you won’t need to discard or draw cards. However, other players will only be affected by this if they have 5 or more cards in their hand. Keep in mind that other players can still use the Secret Chamber card when you play the Minion, even if they don’t have 5 or more cards.
Hey there! Let me tell you about this amazing card called Pawn. It’s pretty versatile because it’s both an Action card and a Victory card. When you play Pawn, you have two options. You can either draw 3 cards or get 2 extra Actions to use. Pretty cool, right? But here’s the catch, you can’t do both at the same time. Gotta pick one or the other.
Now, let’s talk about the Victory side of this card. At the end of the game, Pawn is worth 2 Victory points. So, it’s a good card to have in your deck if you want to score some points and secure a win!
During set-up, make sure to put 12 Nobles in the Supply if you’re playing with 3 or 4 players. If it’s just a 2-player game, then you’ll only need 8 Nobles in the Supply. These Nobles are important because they interact with certain cards in the game, so be sure to keep an eye on them!
Hey there! Let’s dive into a fun game. We have four options to choose from, and you’ll need to pick two of them. Remember, you can’t choose the same option twice. Once you’ve made your choices, you’ll have to do both of them, in any order you prefer. But here’s the catch – you can’t draw a card, look at it, and then decide on your second choice. Ready? Let’s go!
The Sneaky Saboteur
When we play this game, each player takes turns flipping over the top cards from their deck until they find a card that costs 3 coins or more. If they have to shuffle their deck to continue, they don’t include the cards they’ve already revealed.
If a player goes through all of their cards without finding a card that costs 3 coins or more, they discard everything they revealed and their turn is over. However, if they do find a card that meets the criteria, they get rid of it and can choose to gain a card that costs up to 2 coins less than the trashed card.
For example, if they trashed a 5-coin card, they can gain a card that costs up to 3 coins. This new card must come from the Supply and is placed in their discard pile, along with the revealed cards. The cost of cards can be affected by the Bridge card.
If you have less than four cards remaining in your deck, you need to show all the cards in your deck. After that, shuffle the cards in your discard pile, excluding the ones you just revealed. Finally, reveal the remaining cards needed.
Action – Victory cards count as Victory cards. Curse cards, on the other hand, do not count as Victory cards. Add all the revealed Victory cards to your hand; you don’t get to choose to keep some on top. The order in which you put the cards back in doesn’t have to be revealed.
When you play Secret Chamber on your turn, you have the option to discard any number of cards from your hand. For each card you discard, you will receive 1 coin. Keep in mind that if you choose not to discard any cards, you won’t receive any additional coins.
However, the other ability of Secret Chamber is slightly different. It can only be activated as a reaction when someone plays an Attack card. In this case, if you have Secret Chamber in your hand, you can reveal it. By doing so, you will draw 2 cards from your deck and then place any 2 cards from your hand on top of your deck in any order you choose.
It’s important to note that the cards you choose to put back on top of your deck don’t have to be the cards you just drew. You can even place Secret Chamber itself on top of your deck. This means that even after revealing it, Secret Chamber will still be in your hand, ready to be used again at a later time.
Hey there! Let’s chat about this cool concept called the Secret Chamber. It’s like a hidden treasure that you can use to your advantage in a game. But first, let me explain how it works.
So, imagine you’re playing a game with your friends and someone plays a card called Thief. Now, you don’t want to fall victim to the Thief and lose your valuable cards, right? That’s where the Secret Chamber comes in.
When someone plays an Attack card like Thief, you can reveal your Secret Chamber card. This allows you to draw 2 new cards from the deck and put 2 cards back. You get to choose which cards to keep and which ones to get rid of. Once you’ve done that, then you have to deal with the consequences of the Thief.
Here’s a twist: you can use the Secret Chamber even if the Attack wouldn’t affect you directly. It’s like having an extra layer of protection. Pretty neat, huh?
But wait, there’s more! You can also reveal other Reaction cards along with the Secret Chamber when someone attacks you. Let’s say you reveal the Secret Chamber and resolve its effect. You can still reveal another card, like the Moat, to completely dodge the Attack. It’s like having a double shield of defense.
Now, let’s talk about another interesting card called Shanty Town. It’s like a little village in the game that offers some special perks.
And there you have it! The Secret Chamber and Shanty Town are just two examples of the exciting strategies you can use in this game. Have fun exploring and uncovering more hidden treasures!
Hey there! I’ve got some great news for you. You have 2 additional Actions to use, no matter what. But here’s the catch – you have to show me what’s in your hand. If you don’t have any Action cards, don’t worry! You get to draw 2 more cards. And guess what? Even if the first card you draw is an Action card, you still get to draw the second card. Oh, and by the way, did you know that Action – Victory cards are actually considered Action cards? Pretty cool, right?
Let’s Talk About Steward
When you decide to use the Steward card, there are a few important things to keep in mind. First, if you have 2 or more cards in your hand after playing the Steward, you have the option to trash 2 cards. In this case, you must choose to trash exactly 2 cards. You cannot choose to trash only 1 card or more than 2 cards.
Second, even if you only have 1 card left in your hand after playing the Steward, you still have the option to trash 2 cards. In this situation, you would simply trash the remaining card in your hand.
Finally, it’s important to note that you cannot mix and match the options. When you play the Steward, you can either choose to draw 2 cards, receive 2 coins, or trash 2 cards. You cannot combine or switch between these options in a single play.
When all my cards are gone from my Deck, I shuffle it first. But if I still have cards left, I don’t have to throw away or get new cards. If the order in which things happen is important, like when the piles of cards are running low, we resolve the Swindler starting with the person to your left. Any cards I get go into my discard pile.
If I get rid of a card that costs nothing, like Copper, you can choose to give me a Curse card if there are any left. You can even give me another one of the same card that I just got rid of.
The cards I get have to come from the Supply, and I have to choose a card that’s still available (I can’t choose an empty pile). If there are no cards in the Supply that cost the same as the card I got rid of, then I don’t get a new card. If I use the “Moat” card to protect myself, I don’t have to show a card from my deck, so I don’t get rid of a card or get a new one.
Now let’s talk about the Torturer card.
When we play the game, each of us has to make a choice about what we’re willing to endure. It’s not an easy decision, but it’s a necessary one. Sometimes, we may even choose to suffer a curse, even when there are no more curses available. In those cases, we don’t actually gain a curse.
There’s another choice we can make as well. We have the option to discard two cards, even if we don’t have any cards left in our hand or only have one card. In the latter case, we simply discard that single card.
If there aren’t enough curses for everyone, we have to deal with this situation. We distribute the remaining curses amongst the players in turn, starting with the person to your left. When the order is important, such as when there are only a few curses left, each player decides which fate they will suffer in turn order.
The Trading Post
If you have more than one card, you have to get rid of exactly two cards and get a Silver card. The Silver card you get goes in your hand and can be used immediately.
If there are no Silver cards left, you don’t get one (but you still have to get rid of cards if you can). If you only have one card left in your hand and you play Trading Post, you get rid of that one card but you don’t get a Silver. If you have no cards left when you play this card, nothing happens.
If the player after me has fewer than 2 cards left in their deck, they show all the cards in their deck. Then, they shuffle their discard pile, but they don’t include the cards they just revealed. After that, they show the remaining cards they need to reveal.
I’ll discard the cards that were revealed. If the player after me doesn’t have enough cards to reveal 2, they’ll reveal as many as they can. I’ll earn bonuses based on the types of cards revealed, but I’ll only count the different cards.
If a card has 2 types, I’ll receive both bonuses. For example, if the player to my left reveals Copper and Harem, I’ll gain +4 coins and +2 cards. However, if they reveal 2 Silvers, I’ll only receive +2 coins. Unfortunately, Curse cards don’t grant any bonus.
First, draw a card. Then, you have to get rid of a card from your hand and get a card that costs exactly 1 coin more than the card you got rid of. The card you get has to be one that’s available for purchase, and it goes into your discard pile.
If there aren’t any cards available for that cost, you don’t get one (but you still got rid of a card). If you don’t have a card in your hand to get rid of, you don’t get a new card either. The cost of cards is changed by Bridge.
Since Bridge changes the costs of the card you get rid of and the card you get, most of the time the Bridge won’t make a difference. However, since card costs can’t go below zero, if you play a Bridge before an Upgrade, you’d be able to get rid of a Copper (which costs zero, even with the Bridge) and get an Estate (which costs 1 because of the Bridge).
When you play this card, you take the top card from your deck and flip it over. Then, you pick a card to name – let’s say you choose “Copper”. Now, you turn over the card you just revealed. If it’s a Copper, you can add it to your hand. But if it’s a different card, you have to put it back on top of your deck.