- 1 Renaissance Kingdom Card Descriptions
- 1.1 The Amazing Archer
- 1.2 The Mighty Knight
- 1.3 The Mystical Magician
- 1.4 The Cunning Rogue
- 1.5 The Wise Scholar
- 1.5.1 Border Guard / Horn / Lantern
- 1.5.2 Ducat
- 1.5.3 Try Something New
- 1.5.4 About Flag Bearer / Flag
- 1.5.5 Hideout
- 1.5.6 Level Up
- 1.5.7 Meet the Inventor
- 1.5.8 Lackeys
- 1.5.9 Nature’s Abode
- 1.5.10 The Mysterious Sorceress
- 1.5.11 Supporter
- 1.5.12 Priest
- 1.5.13 Recruiter
- 1.5.14 Research
- 1.5.15 Here’s a card called Scepter
- 1.5.16 Scholar
- 1.5.17 The Artist
- 1.5.18 A Glimpse of the Future
- 1.5.19 Let’s Talk about the Silk Merchant.
- 1.5.20 Spices
- 1.5.21 Treasurer / Key
- 1.5.22 Villain
Renaissance Kingdom Card Descriptions
Hey there! Welcome to the exciting world of Renaissance Kingdom! I’m here to give you a rundown of some fantastic cards you’ll come across in this game. Let’s dive right in!
The Amazing Archer
First up, we have the Amazing Archer. This card represents a skilled archer who never misses their mark. They have an incredible aim and can swiftly take down the enemy. So, if you’re looking for ranged precision and a swift victory, the Amazing Archer is your go-to card!
The Mighty Knight
Next, we have the Mighty Knight. This card portrays a fearsome warrior, clad in shining armor and wielding a powerful sword. The Mighty Knight is known for their strength, bravery, and unwavering loyalty. With this card on your side, you’ll be well-equipped to face any challenge that comes your way!
The Mystical Magician
Now, let’s move on to the Mystical Magician. This card depicts a sorcerer or sorceress who possess incredible magical abilities. They can cast spells, summon creatures, and bend reality to their will. With the Mystical Magician by your side, you’ll have the power to turn the tide of any battle!
The Cunning Rogue
Ah, the Cunning Rogue! This card represents a stealthy and skilled thief who excels in deception and agility. The Cunning Rogue can infiltrate enemy lines, disarm traps, and even steal valuable items. If you’re looking for someone to outwit your opponents and gain the upper hand, the Cunning Rogue is the perfect choice!
The Wise Scholar
Last but certainly not least, we have the Wise Scholar. This card portrays a knowledgeable and wise individual who has dedicated their life to the pursuit of wisdom and understanding. The Wise Scholar can provide invaluable advice, uncover hidden truths, and guide you towards victory. With their guidance, you’ll become a true master of strategy!
So there you have it, my friend! These incredible cards will help you conquer Renaissance Kingdom and become a legendary ruler. Each one brings a unique set of skills and abilities that will greatly enhance your gameplay. Choose wisely, build your deck, and let the adventure begin!
If you can’t get rid of this card (like if you use it twice with Throne Room), you still get the +4 Villagers.
Border Guard / Horn / Lantern
When I play as a Border Guard without the Lantern, I get to see the top 2 cards of my deck. I can pick one to add to my hand and discard the other. If both cards are Action cards, I have the option to take the Lantern or the Horn.
On the other hand, if I play as a Border Guard with the Lantern, I get to reveal the top 3 cards of my deck. I choose one to keep in my hand and discard the rest. If all three cards are Action cards, I can decide whether or not to take the Horn.
But here’s the thing, if I don’t reveal at least 2 cards or at least 3 cards when I have the Lantern, I won’t be able to take an Artifact. It’s important to note that both the Horn and the Lantern can be used on the same turn I receive them.
Let’s move on and take a look at the Cargo Ship.
When you play the card Cargo Ship, you have the option to set aside a card instead of gaining it immediately. This means that the card you choose to set aside doesn’t have to be the very next card you gain. You can choose to gain multiple cards first and then decide which card you want to set aside.
However, if you decide not to set aside any card at all, the card Cargo Ship will be discarded at the end of your turn.
When I play this card, I don’t draw any additional cards, but I do gain +1 Coffers and +1 Buy. When I gain this card, I have the choice to trash a Copper card from my hand, but I don’t have to if I don’t want to.
Try Something New
When you play this card, you will receive +2 cards and +1 action. Afterward, you must return it to its supply pile. Whenever you acquire Experiment, you will also gain another one. This rule applies whether you obtain it through purchasing or any other means. If you obtain the card and place it somewhere other than your discard pile, the second copy will be added to your discard pile.
For instance, if you use Sculptor to gain Experiment, you will have one card in your hand and another card in your discard pile. If you play Band of Misfits (from Dark Ages) or Overlord (from Empires) as Experiment, you will return the card to its original pile, not to the Experiment pile.
If Experiment, for any reason, is not in play (such as when it is played from the trash using Necromancer or from Nocturne), it will fail to return to its pile.
About Flag Bearer / Flag
When you acquire or eliminate a Flag Bearer, you acquire the Flag. The Flag allows you to draw an additional card when you draw your hand at Clean-up.
This holds true even if your hand would normally consist of a different number of cards, such as when you play Outpost (from the Seaside expansion). Instead of drawing 3 cards during your Outpost turn, you would draw 4. If Flag Bearer gets eliminated, the player who eliminated it acquires the Flag, regardless of whose turn it is.
Let me tell you something important – trashing is a must. Don’t even think about keeping those curses in your deck because they are not Victory cards.
When you want to get rid of a card in the game, you can only choose to discard an Action card that would be discarded at the end of a turn. Non-Action cards like Silver or Duration cards that will stay in play cannot be trashed. However, you can still trash a Duration card if it is going to be discarded.
Hey there! Let’s talk about trashing and gaining cards in a fun game called Improve.
When playing Improve, you have the power to trash a card. It doesn’t always have to be an Action card, any card will do. The catch is that the card you trash must have a cost that is exactly lower than the card you want to gain.
Now, trashing a card is up to you – it’s not mandatory. But here’s the thing: if you do decide to trash a card, then you must gain a new card, as long as it’s possible.
Meet the Inventor
When you gain a card that costs up to @4.jpg, something special happens: prices go down for the rest of your turn. And this cost reduction applies to all cards, no matter where they are – in the Supply, in your hand, or in your deck.
It’s like a puzzle that keeps building on itself. Let’s say you play two Inventors. The first one lowers the cost of the second one (let’s say it gains a Duchy, which would then cost #image.jpg). And from that point on, cards will cost #image.jpgless for the rest of your turn.
When you play this card, you get to draw two additional cards. And when you acquire this card, you also receive two Villagers. It’s like a double benefit! You can use those extra cards and Villagers to enhance your gameplay.
When you have cards in your discard pile, you must take one of them instead of drawing a card. You have the freedom to search through your discard pile to select the card you want. The order in which you arrange your discard pile is not important.
The Mysterious Sorceress
When the Curse pile is empty, even if you play this card, you can still allow each player to get rid of a Curse from their hand. If a player is not affected by the Old Witch, like if they have a Moat card, they won’t gain a Curse and can’t get rid of one.
Hey there! So, here’s the deal: whenever you have to show a Patron card, and someone says “reveal,” you earn +1 Coffers. Let’s say you play a Border Guard and reveal two Patrons – well, that means you get +2 Coffers!
Now, it’s important to note that if other players see your Patron card without the word “reveal” being used, it doesn’t count. Let’s say another player plays a Villain and you have to discard a Patron – no +1 Coffers for you.
When you play this card, you receive +X and you must trash a card from your hand. This trash action is mandatory. After trashing a card, for the rest of the turn, every time you trash a card from your hand, you gain +Y.
This cumulative effect applies even if you play multiple copies of this card, like the Priest card in combination with the Scepter card. For instance, if you play two Priests and trash two Copper cards, you will gain a total of +X from each play of the Priest card, and an additional +Y from the second Priest card based on the card trashed by the first Priest card.
Hey there! I’ve got some exciting news for you. There’s this really cool thing called a bonus that I want to tell you about. It’s pretty awesome because you can get it even if you don’t throw away the card from your hand. Let me explain.
So, imagine you’re playing a card game, and you have this card called an Acting Troupe. Now, normally when you play a card, you have to throw it away to get a bonus. But with the Acting Troupe, you can still get a bonus even if you don’t throw it away from your hand. How cool is that?
And it’s not just the Acting Troupe. There’s another card called Lurker. When you use the Lurker card to get rid of a card from the Supply, you also get a bonus. So, you’re basically getting something extra just for getting rid of a card. That’s pretty sweet, right?
It’s important to note that these bonuses can really elevate your game. They can help you get more points or do something special that can give you an advantage. So, if you’re looking for a way to boost your strategy, these bonuses are definitely something you should consider.
When you play this card, the first thing you do is draw 2 cards. After that, you must trash one card from your hand – you don’t have a choice in the matter. But don’t worry, trashing a card can actually be beneficial for you.
Let me explain. When you trash a card, you get +1 Villager for each coin the trashed card costs. For example, if you decide to trash a Silver card, you will receive +3 Villagers because Silver costs 3 coins. The more valuable the card you trash, the more Villagers you’ll receive.
However, it’s important to note that you don’t get anything for trashing actions or victory cards. You only get Villagers for trashing treasure cards. So keep that in mind when you’re deciding which card to trash.
When you trash a card in the game, you have to pay a certain cost. But did you know that there’s a way to make that cost work for you? Let me explain.
For each card that gets trashed, you get to set aside the top card of your deck for the next turn. For example, let’s say you decide to trash a Silver card. Well, that means you can set aside the top 3 cards of your deck for the next turn! Pretty cool, right?
Now, there’s a catch. If there aren’t enough cards in your deck to set aside, don’t worry. Just set aside as many as you can. It’s better to have some cards for the next turn than none at all.
Here’s a card called Scepter
Hey there! Let’s dive into the fascinating world of Dominion. Today, I want to talk to you about an intriguing card called Scepter and how it works its magic!
Scepter is an interesting card because it allows you to replay a Duration card that you played on the same turn. But, I should mention that it won’t replay a Duration card from a previous turn, only from the current turn. So, if you played a Duration card earlier, Scepter won’t work its charm on it.
Here’s something else to keep in mind: when you use Scepter, you might earn some additional Actions during your Buy phase. However, it’s important to note that this won’t give you the ability to play Action cards during your Buy phase. Unfortunately, that’s not how it works. But fear not! Scepter itself does replay one Action card for you, so that’s a plus!
Now, let’s say you draw some cards because of Scepter. And guess what? If any of those cards happen to be Treasures, you can still play them. Pretty awesome, right? Scepter won’t stop your Treasure cards from shining!
So there you have it, my friend. Scepter is a powerful card that can add a special touch to your Dominion gameplay. Just remember, it’s all about replaying Duration cards from the same turn, not the ones from the past. And hey, if you happen to draw some Treasures along the way, you can still show them off! Happy gaming!
When you draw, the cards you no longer need will be shuffled away.
I must tell you something quite important. When playing this card, you will always receive a new card in your hand. There’s no way around it – it’s mandatory. Even if you happen to acquire a Nomad Camp card from the Hinterlands set, it will also go straight to your hand. So be prepared!
A Glimpse of the Future
Hey there! I’ve got an interesting bit of information for you. Cards with images of kingdoms from Alchemy or Empires in their cost don’t cost anything from Debt to Coins.
Let’s Talk about the Silk Merchant.
When I play this card, I get +2 Cards and +1 Buy. When I either trash it or gain it, I get +1 Coffers and +1 Villager. If Silk Merchant is trashed, I get the +1 Coffers and +1 Villager, no matter whose turn it is.
Who doesn’t love a good treasure? I know I do! And let me tell you, there’s a special one called the Swashbuckler/Treasure Chest, which is quite impressive. When you play this amazing card, you not only get +1 Buy, but also the chance to gain +2 Coffers. Talk about a sweet deal!
Now, you might be wondering, what’s the big deal about +1 Buy and +2 Coffers? Well, let me break it down for you. When you have +1 Buy, it means you can buy an extra card during your turn. That’s pretty fantastic, right? And as for the +2 Coffers, that’s like having extra money in your pocket. Coffers allow you to spend them as if they were coins during your turn. So basically, the Swashbuckler/Treasure Chest is like a double bonus!
But here’s the thing, not all treasures are created equal. Some treasures give you more benefits, while others might not be as useful. That’s why it’s important to choose the right cards for your deck. You want to make sure you have treasures that will give you the biggest advantage and help you to win the game.
So, whether you’re a seasoned player or just getting started, don’t underestimate the power of the Swashbuckler/Treasure Chest. It may seem like a small card, but it can make a big difference in your game. Trust me, once you try it, you’ll be hooked!
Let me explain how the game works. First, I draw 3 cards. Next, I check if my discard pile has any cards in it. If, after drawing those cards, I had to shuffle my deck and my discard pile becomes empty.
If my discard pile has at least one card, I get +1 Coffers. And if I have 4 or more tokens on my Coffers, I can take the Treasure Chest. But remember, you can only get the Treasure Chest if your discard pile had at least one card.
The Treasure Chest is pretty cool. It lets you gain a Gold at the start of your Buy phase each turn, including the turn you take it. You can’t choose to not take the Gold, so it’s automatic.
Treasurer / Key
Having the Key in my possession doesn’t directly impact the choices I make, but it does grant me a bonus at the beginning of my turn. This + action happens automatically, so I don’t have to spend any extra effort to activate it.
When I utilize a Treasurer to retrieve a valuable item from the discarded pile, I can activate special abilities associated with cards like Ducat and Spices. Interestingly, I have the option to acquire the Key, even if I already possess one.
Let’s talk about an interesting concept known as card advantage. Do you know what it means? Card advantage is one of the most important ideas in card games like Magic: The Gathering. So, what exactly is card advantage? Well, it’s when you have more cards available to you than your opponent. And having more options definitely gives you an edge in any game. But here’s the thing, it’s not just about having more cards; it’s about using them efficiently. For instance, let’s say you have five cards in your hand, while your opponent only has three. On the surface, it seems like you’re in a better position, right? But what if those three cards your opponent has are really powerful and can counter your five weaker cards? Then suddenly, their card advantage could trump your numerical advantage. That’s why it’s essential to not only have more cards, but also to have quality cards that can give you an advantage during gameplay. So, when you’re building your deck, it’s important to choose cards that have a strong impact and can help you gain or maintain card advantage. This means selecting cards that allow you to draw more cards, destroy your opponent’s cards, or generate additional resources. These strategic choices can give you an edge over your opponent and increase your chances of winning. Remember, card advantage is not just about having more cards; it’s about making the most of your cards to outsmart your opponent. So next time you play a card game, keep an eye on your card advantage and make sure to use it wisely!