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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.
Escalate
@
------ Escalate (@)---
(cost) +$1 for each cost token on this.
Put a charge token on this.
Put a cost token on this for each charge token on it.
Use Refresh.
Commerce
$1
------ Commerce ($1)---
Create a Villager in play.
------ Villager ------
(effect) Cards cost @ less to play. Whenever this reduces a cost, trash it.
(effect) Whenever this would leave play, trash it.
Lost Arts
$3 @
------ Lost Arts ($3 @)---
Put eight art tokens on a card in the supply.
(static) Cards cost @ less to play for each art token on their supply. Whenever this reduces a cost by one or more @, remove that many art tokens.
Duplicate
$4 @
------ Duplicate ($4 @)---
Put a duplicate token on each card in the supply.
(static) After buying a card with a duplicate token on it other than with this, remove a duplicate token from it to buy it again.
 
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.
Factory
$3
---($3) Factory (@)---
Buy a card in the supply costing up to $6 not named Factory.
Hatchery
$3
---($3) Hatchery ------
+1 action.
If this has two charge tokens, remove one and create a Dragon in your hand. Otherwise, put a charge token on this.
---($7) Dragon ------
Trash a card in your hand.
+$4.
+4 actions.
+1 buy.
Recruitment
$3
---($3) Recruitment ------
+1 action.
(effect) Whenever you pay @, create that many Villagers and Fairs in play.
------ Villager ------
(effect) Cards cost @ less to play. Whenever this reduces a cost, trash it.
(effect) Whenever this would leave play, trash it.
------ 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.
Procession
$5
---($5) Procession (@)---
Pay one action to play a card in your hand twice, then trash it and create a copy of a card in the supply costing exactly $1 or $2 more.
Great Smithy
$6
---($6) Great Smithy (@@)---
+8 actions.
+2 buys.
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.
Frontier
$7
---($7) Frontier (@)---
+1 vp per charge token on this.
Put a charge token on this if it has less than 6.
(static) Each Frontier is created with 2 charge tokens on it.
Traveler
$7
---($7) Traveler (@)---
Pay an action to play a card in your hand once for each charge token on this.
Put a charge token on this if it has less than 3.
(static) Each Traveler is created with a charge token on it.
 
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