Full Adventures Rulebook Spoilers

  • Distant Lands: Action - Reserve - Victory, $5

    Put this on your Tavern mat.

    Worth 4 VP if on your Tavern mat at the end of the game (otherwise worth 0 VP).

  • Port: Action, $4 (There are 12 Ports in the pile) +1 Card

    +2 Actions

    When you buy this, gain another Port.

  • Coin of the Realm: Treasure - Reserve, $2 $1 [big coin]

    When you play this, put it on your Tavern mat.

    Directly after resolving an Action, you may call this, for +2 Actions.

  • Page: Action - Traveller, $2 +1 Card

    +1 Action

    When you discard this from play, you may exchange it for a Treasure Hunter.

  • Peasant: Action - Traveller, $2 +1 Buy

    +$1

    When you discard this from play, you may exchange it for a Soldier.

  • Ratcatcher: Action - Reserve, $2 +1 Card +1 Action

    Put this on your Tavern mat.

    At the start of your turn, you may call this, to trash a card from your hand.

  • Raze: Action, $2 +1 Action Trash this or a card from your hand. Look at a number of cards from the top of your deck equal to the cost in $ of the trashed card. Put one into your hand and discard the rest.

  • Amulet: Action - Duration, $3 Now and at the start of your next turn, choose one: +$1; or trash a card from your hand; or gain a Silver.

  • Caravan Guard: Action - Duration - Reaction, $3 +1 Card +1 Action

    At the start of your next turn, +$1.

    When another player plays an Attack card, you may play this from your hand. (+1 Action has no effect if it's not your turn.)

  • Dungeon: Action - Duration, $3 +1 Action Now and at the start of your next turn: +2 Cards, then discard 2 cards.

  • Gear: Action - Duration, $3 +2 Cards Set aside up to 2 cards from your hand face down. At the start of your next turn, put them into your hand.

  • Guide: Action - Reserve, $3 +1 Card +1 Action

    Put this on your Tavern mat.

    At the start of your turn, you may call this, to discard your hand and draw 5 cards.

  • Duplicate: Action - Reserve, $4

    Put this on your Tavern mat.

    When you gain a card costing up to $6, you may call this, to gain a copy of that card.

  • Magpie: Action, $4 +1 Card +1 Action Reveal the top card of your deck. If it's a Treasure, put it into your hand. If it's an Action or Victory card, gain a Magpie.

  • Messenger: Action, $4 +1 Buy +$2

    You may put your deck into your discard pile.

    When this is your first buy in a turn, gain a card costing up to $4, and each other player gains a copy of it.

  • Miser: Action, $4 Choose one: Put a Copper from your hand onto your Tavern mat; or +$1 per Copper on your Tavern mat.

  • Ranger: Action, $4 +1 Buy Turn your Journey token over (it starts face up). If it's face up, +5 Cards.

  • Transmogrify: Action - Reserve, $4

    +1 Action. Put this on your Tavern mat.

    At the start of your turn, you may call this, to trash a card from your hand, gain a card costing up to $1 more than it, and put that card into your hand.

  • Artificer: Action, $5 +1 Card +1 Action +$1 Discard any number of cards. You may gain a card costing exactly $1 per card discarded, putting it on top of your deck.

  • Bridge Troll: Action - Attack - Duration, $5 Each other player takes his -$1 token.

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

    While this is on play, cards cost $1 less on your turns, but not less than $0.

  • Giant: Action - Attack, $5 Turn your Journey token over (it starts face up). If it's face down, +$1. If it's face up, +$5, and each other player reveals the top card of his deck, trashes it if it costs from $3 to $6, and otherwise discards it and gains a Curse.

  • Haunted Woods: Action - Attack - Duration, $5 Until your next turn, when any other player buys a card, he puts his hand on top of his deck in any order. At the start of your next turn, +3 Cards.

  • Lost City: Action, $5 +2 Cards

    +2 Actions

    When you gain this, each other player draws a card.

  • Relic: Treasure - Attack, $5 $2 [big coin] When you play this, each other player puts his -1 Card token on his deck.

  • Royal Carriage: Action - Reserve, $5 +1 Action

    Put this on your Tavern mat.

    Directly after resolving an Action, if it's still in play, you may call this, to replay that Action.

  • Storyteller: Action, $5 +1 Action +$1 Play up to 3 Treasures from your hand. Pay all of your $; +1 Card per $ paid.

  • Swamp Hag: Action - Attack - Duration, $5 Until your next turn, when any other player buys a card, he gains a Curse. At the start of your next turn, +$3.

  • Treasure Trove: Treasure, $5 $2 [big coin] When you play this, gain a Gold and a Copper.

  • Wine Merchant: Action - Reserve, $5 +$4 +1 Buy

    Put this on your Tavern mat.

    At the end of your Buy phase, if you have at least $2 unspent, you may discard this from your Tavern mat.

  • Hireling: Action - Duration, $6 At the start of each of your turns for the rest of the game: +1 Card. (This stays in play.)

[1 copy, a landscape-style card with the (normal, non-landscape) randomizer back]

  • Alms: Event, $0 Once per turn: If you have no Treasures in play, gain a card costing up to $4.

  • Ball: Event, $5 Take your -$1 token. Gain 2 cards each costing up to $4.

  • Bonfire: Event, $3 Trash up to 2 cards you have in play.

  • Borrow: Event, $0 +1 Buy Once per turn: If your -1 Card token isn't on your deck, put it there and +$1.

  • Expedition: Event, $3 Draw 2 extra cards for your next hand.

  • Ferry: Event, $3 Move your -$2 cost token to an Action Supply pile (cards from that pile cost $2 less on your turns, but not less than $0).

  • Inheritance: Event, $7 Once per game: Set aside a non-Victory Action card from the Supply costing up to $4. Move your Estate token to it (your Estates gain the abilities and types of that card).

  • Lost Arts: Event, $6 Move your +1 Action token to an Action Supply pile (when you play a card from that pile, you first get +1 Action).

  • Mission: Event, $4 Once per turn: If the previous turn wasn't yours, take another turn after this one, in which you can't buy cards.

  • Pathfinding: Event, $8 Move your +1 Card token to an Action Supply pile (when you play a card from that pile, you first get +1 Card).

  • Pilgrimage: Event, $4 Once per turn: Turn your Journey token over (it starts face up); then if it's face up, choose up to 3 differently named cards you have in play and gain a copy of each.

  • Plan: Event, $3 Move your Trashing token to an Action Supply pile (when you buy a card from that pile, you may trash a card from your hand.)

  • Quest: Event, $0 You may discard an Attack, two Curses, or six cards. If you do, gain a Gold.

  • Raid: Event, $5 Gain a Silver per Silver you have in play. Each other player puts his -1 Card token on his deck.

  • Save: Event, $1 +1 Buy Once per turn: Set aside a card from your hand, and put it into your hand at end of turn (after drawing).

  • Scouting Party: Event, $2 +1 Buy Look at the top 5 cards of your deck. Discard 3 and put the rest back in any order.

  • Seaway: Event, $5 Gain an Action card costing up to $4. Move your +1 Buy token to its pile (when you play a card from that pile, you first get +1 Buy).

  • Trade: Event, $5 Trash up to 2 cards from your hand. Gain a Silver per card you trashed.

  • Training: Event, $6 Move your +$1 token to an Action Supply pile (when you play a card from that pile, you first get +$1).

  • Travelling Fair: Event, $2 +2 Buys When you gain a card this turn, you may put it on top of your deck.

*Soldier: Action - Attack - Traveller, *3 +$2

+$1 per other Attack you have in play. Each other player with 4 or more cards in hand discards a card.

When you discard this from play, you may exchange it for a Fugitive. (This is not in the Supply.)

  • Fugitive: Action - Traveller, *$4 +2 Cards +1 Action

    Discard a card.

    When you discard this from play, you may exchange it for a Disciple. (This is not in the Supply.)

  • Disciple: Action - Traveller, *5

    You may play an Action card from your hand twice. Gain a copy of it.

    When you discard this from play, you may exchange it for a Teacher. (This is not in the Supply.)

  • Teacher: Action - Reserve, *6

    Put this on your Tavern mat.

    At the start of your turn, you may call this, to move your +1 Card, +1 Action, +1 Buy, or +$1 token to an Action Supply pile you have no tokens on (when you play a card from that pile, you first get that bonus). (This is not in the Supply.)

  • Treasure Hunter: Action - Traveller, *3 +1 Action +$1

    Gain a Silver per card the player to your right gained in his last turn.

    When you discard this from play, you may exchange it for a Warrior. (This is not in the Supply.)

  • Warrior: Action - Attack - Traveller, *4 +2 Cards

    For each Traveller you have in play (including this), each other player discards the top card of his deck and trashes it if it costs $3 or $4.

    When you discard this from play, you may exchange it for a Hero. (This is not in the Supply.)

  • Hero: Action - Traveller, *5 +$2

    Gain a Treasure.

    When you discard this from play, you may exchange it for a Champion. (This is not in the Supply.)

  • Champion: Action - Duration, *$6 +1 Action For the rest of the game, when another player plays an Attack, it doesn't affect you, and when you play an Action, +1 Action. (This stays in play. This is not in the Supply.)

  • 6 Blank cards

/r/dominion Thread Link - riograndegames.com