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Resolving:
Buy a card (costs 1 buy), play a card from your hand (costs 1 action), or use an event.
Actions: 0 Buys: 0 $: 0 @: 0 vp: 0
 
Events:
Refresh
@@@@
------ Refresh (@@@@)---
Lose all $, actions, and buys.
Put your discard and play into your hand.
+5 actions, +1 buy.
Inspire
 
------ Inspire ------
(cost) +@ for each cost token on this.
Double your actions and buys.
Put a cost token on this.
(static) Copper costs $1 more to buy if this has a cost token on it.
Resume
@
------ Resume (@)---
Lose all $, actions, and buys.
+5 actions, +1 buy.
Private Works
$3 @
------ Private Works ($3 @)---
Create 2 Infrastructures in play.
------ Infrastructure ------
(effect) Events other than Private Works cost @ less to use. Whenever this reduces a cost, trash it.
(effect) Whenever this would leave play, trash it.
Synergy
$3 @
------ Synergy ($3 @)---
Remove all synergy tokens from cards in the supply.
Put synergy tokens on two cards in the supply.
(static) After buying a card with a synergy token other than with this, buy a different card with a synergy token with equal or lesser cost.
 
Supplies:
Copper
 
------ Copper ------
+$1.
Silver
$3
---($3) Silver ------
+$2.
Gold
$6
---($6) Gold ------
+$3.
Estate
$1
---($1) Estate (@)---
+1 vp.
Duchy
$4
---($4) Duchy (@)---
+2 vp.
Province
$8
---($8) Province (@)---
+3 vp.
Hireling
$2
---($2) Hireling ------
(effect) Whenever you would move this to your hand, instead +1 action, +1 buy, +$1, and create a Fair in play.
------ Fair ------
(effect) Whenever you would create a card in your discard, instead create the card in your hand and trash this.
(effect) Whenever this would leave play, trash it.
Carpenter
$4
---($4) Carpenter (@)---
+1 buy.
+1 action per card in play.
Contraband
$4
---($4) Contraband ------
+$4.
+4 buys.
Create an Embargo in play.
------ Embargo ------
(effect) Cards cost $1 more to buy.
(effect) Events costing at least $1 cost an additional $1 to buy.
(effect) Whenever this would leave play, trash it.
Formation
$4
---($4) Formation ------
(effect) Cards cost @ less to play if they share a name with a card in your discard or in play. Whenever this reduces a cost, discard it and +2 actions.
Innovation
$5
---($5) Innovation ------
+1 action.
(effect) Whenever you would create a card in your discard, instead discard this to set the card aside. Then play it if it is still set aside.
Shipping Lane
$5
---($5) Shipping Lane (@)---
+$2.
(effect) Whenever you buy a card, discard this to buy the card again.
Industry
$6
---($6) Industry (@@)---
Do this twice: buy a card in the supply costing up to $8 other than Industry.
Mastermind
$6
---($6) Mastermind (@)---
Create a Tactic in play.
------ Tactic ------
(ability) Remove a charge token from this, trash it, and pay an action to play a card from your hand three times.
(effect) Whenever you would move this to your hand, instead put a charge token on this.
Farmland
$8
---($8) Farmland (@@@)---
(static) Whenever you play a Farmland the normal way, +7 vp.
King's Court
$9
---($9) King's Court (@@)---
Pay an action to play a card in your hand three times.
 
Hand (0 cards):
 
Play (0 cards):
 
Discard (5 cards):
Copper
 
------ Copper ------
+$1.
Copper
 
------ Copper ------
+$1.
Copper
 
------ Copper ------
+$1.
Estate
@
---($1) Estate (@)---
+1 vp.
Estate
@
---($1) Estate (@)---
+1 vp.
 
History: @ costs acts all