Dominion: Nocturne
Dominion: Nocturne Rulebook
Table of Contents
Table of Contents
Components
500 cards:
- 332 Kingdom cards
- 10 each of Bard, Blessed Village, Changeling, Cobbler, Conclave, Crypt, Cursed Village, Den of Sin, Devil's Workshop, Druid, Exorcist, Faithful Hound, Fool, Ghost Town, Guardian, Idol, Leprechaun, Monastery, Necromancer, Night Watchman, Pixie, Pooka, Raider, Sacred Grove, Secret Cave, Shepherd, Skulk, Tormentor, Tracker, Tragic Hero, Vampire, Werewolf
- 12 of Cemetery
- 33 Randomizer cards
- 42 Heirloom cards
- 6 each of Cursed Gold, Goat, Haunted Mirror, Lucky Coin, Magic Lamp, Pasture, Pouch
- 12 Boons - The Earth's Gift, The Field's Gift, The Flame's Gift, The Forest's Gift, The Moon's Gift, The Mountain's Gift, The River's Gift, The Sea's Gift, The Sky's Gift, The Swamp's Gift, The Sun's Gift, The Wind's Gift
- 12 Hexes - Bad Omens, Delusion, Envy, Famine, Fear, Greed, Haunting, Locusts, Misery, Plague, Poverty, War
- 3 Zombies - Zombie Apprentice, Zombie Mason, Zombie Spy
- 66 Other cards
- 13 of Imp
- 12 each of Will-o'-Wisp, Wish
- 10 of Bat
- 6 each of Ghost, Deluded / Envious, Miserable / Twice Miserable
- 1 of Lost in the Woods
- 1 Plastic organizer tray and 1 organizing inlay
- 1 Rule booklet
Preparation
Before the first game, remove the five sets of cards from their wrappings and place them in the card tray. The included inlay suggests a way to organize the cards.
Nocturne has 33 randomizer cards (one for each Kingdom card). Players will need the Treasure cards, Victory cards, Curse cards, and Trash mat/card from either Dominion or Base Cards (or older editions of Intrigue). As with previous Dominion games, players must choose 10 sets of Kingdom cards for each game. If players use the random approach for choosing sets, they should shuffle the randomizer cards from this expansion with those of any other Dominion games they choose to play with.
If any Kingdom cards being used have a yellow banner indicating an Heirloom, players start the game with that Heirloom replacing what would normally be a Copper. For example in a game with Pixie and Tracker, players start with 3 Estates, 5 Coppers, a Goat, and a Pouch. The unused Coppers go in the Copper pile.
If any Kingdom cards being used have the Fate type, shuffle the Boons and put them near the Supply, and put the Will-o'-Wisp pile near the Supply also. If any have the Doom type, shuffle the Hexes and put them near the Supply, and put Deluded/Envious and Miserable/Twice Miserable near the Supply also.
If Druid is being used, deal three Boon cards face up for use with it. If Necromancer is being used, put the three Zombies into the trash. If Fool is being used, get Lost in the Woods and have it handy. If Vampire is being used, put the Bat pile near the Supply. If Leprechaun or Secret Cave is being used, put the Wish pile near the Supply. If Devil's Workshop or Tormentor are being used, put the Imp pile near the Supply; if Cemetery is being used, put the Ghost pile near the Supply; and if Exorcist is being used, put all three Spirit piles - Will-o'-Wisp, Imp, and Ghost - near the Supply.
Additional Rules for Nocturne
Nocturne adds Night cards and the Night phase. In games using Night cards, the Night phase happens after the Buy phase - it goes, Action, Buy, Night, Clean-up. In your Night phase, you can play any number of Night cards.
Nocturne has cards with a yellow banner saying "Heirloom" and naming a card. In games using a card with that banner, each player replaces a starting Copper with the named card. See Preparation.
Nocturne has Fate cards and Boons. Fate cards can somehow give players Boons; all the Fate type means is that the Boons are shuffled at the start of the game. Boons are a face-down deck of cards that are revealed as needed. The phrase "receive a Boon" means, turn over the top Boon, and follow the instructions on it. If the Boons deck is empty, first shuffle the discarded Boons to reform the deck; you may also do this any time all Boons are in their discard pile. Received Boons normally go to the Boons discard pile, but three (The Field's Gift, The Forest's Gift, and The River's Gift) go in front of a player until that turn's Clean-up.
Nocturne also has Doom cards and Hexes. Doom cards can somehow give players Hexes; all the Doom type means is that the Hexes are shuffled at the start of the game. Hexes are a face-down deck of cards that are revealed as needed. The phrase "receive a Hex" means, turn over the top Hex, and follow the instructions on it. "Each other player receives the next Hex" means, turn over just one Hex, and the other players all follow the instructions on that same Hex. If all Hexes have been used, shuffle the discards to reform the deck; do this whenever the deck is empty. Received Hexes always go to the Hexes discard pile.
Three Hexes and one Kingdom card give players a State; this is a card that goes in front of a player and applies a rule. Deluded and Envious affect a single turn, and then are returned; Miserable and Twice Miserable affect scoring at the end of the game; Lost in the Woods affects one player's turns until another player takes it. Deluded and Envious are on the same card; have the relevant side face-up. Similarly Miserable and Twice Miserable are on the same card. A State only applies while a player has it.
Boons, Hexes, and States are never in a player's deck; like Events and Landmarks (from Adventures and Empires), they are physically cards but are not "cards" in game terms. They are thus never "cards in play," receiving Boons and Hexes or taking a State is not "gaining a card," and so on.
Nocturne has Duration cards, which were introduced in Dominion: Seaside. Duration cards are orange, and have abilities that affect future turns. Duration cards are not discarded in Clean-up if they have something left to do; they stay in play until the Clean-up of the last turn that they do something. Additionally, if a Duration card is played multiple times by a card such as Throne Room, that card also stays in play until the Duration card is discarded, to track the fact that the Duration card was played multiple times. Keep track of whether or not a Duration card was played on the current turn, such as by putting your cards into two lines (older cards and this turn's cards).
Nocturne has three cards that tell a player to "exchange" a card for another card. The card being exchanged is returned to its Supply pile, or non-Supply pile, and the card being exchanged for is taken and put into the player's discard pile. This does not count as gaining a card. The exchange only happens if both cards can be exchanged; if the pile is empty, the cards are not exchanged.
Sample Turn
At the start of Avery's turn, her hand is Conclave, Conclave, Bard, Monastery, Changeling. She also has a Crypt in play with two Coppers and a Silver under it.
She starts by taking a Copper from the Crypt. Then she plays Conclave, using it to play Bard. She turns over the top Boon; it is The Forest's Gift. She puts it in front of her. Since she played an Action card with Conclave, she gets +1 Action. She uses that to play her other Conclave. She has no more Actions so she is done with that Conclave and with her Action phase.
In her Buy phase she plays the Copper, for a total of 8 coins - 2 coins from each Conclave, 2 coins from Bard, 1 coin from The Forest's Gift, 1 coin from Copper. She has +1 Buy from The Forest's Gift and so can buy two things. She buys a Den of Sin, putting it into her hand, and a Silver, putting it into her discard pile.
Now it is time for her Night phase. She plays Den of Sin; it sits in play, and will give her +2 Cards next turn. Then she plays Changeling, trashing it and gaining a copy of Den of Sin. She puts that Den of Sin into her hand and immediately plays it. Then she plays Monastery. She has gained three cards this turn - Silver, Den of Sin, Den of Sin - but only has one card she wants to trash. She trashes the Copper she has in play.
In Clean-up, she discards everything from play except the Crypt and the two Dens of Sin, returning The Forest's Gift to the Boons discard pile. She draws a new hand of 5 and is done.
Kingdom Cards
The printed text of each Kingdom card, as it appears on the card itself. The printed coin symbol is written as "coins", and victory point icons as "victory points". The card type line is given after the cost.
Bard — Cost 4. Action - Fate. +2 coins. Receive a Boon.
Blessed Village — Cost 4. Action - Fate. +1 Card, +2 Actions. When you gain this, take a Boon. Receive it now or at the start of your next turn.
Changeling — Cost 3. Night. Trash this. Gain a copy of a card you have in play. In games using this, when you gain a card costing 3 coins or more, you may exchange it for a Changeling.
Cobbler — Cost 5. Night - Duration. At the start of your next turn, gain a card to your hand costing up to 4 coins.
Conclave — Cost 4. Action. +2 coins. You may play an Action card from your hand that you don't have a copy of in play. If you do, +1 Action.
Crypt — Cost 5. Night - Duration. Set aside any number of Treasures you have in play, face down (under this). While any remain, at the start of each of your turns, put one of them into your hand.
Cursed Village — Cost 5. Action - Doom. +2 Actions. Draw until you have 6 cards in hand. When you gain this, receive a Hex.
Den of Sin — Cost 5. Night - Duration. At the start of your next turn, +2 Cards. This is gained to your hand (instead of your discard pile).
Devil's Workshop — Cost 4. Night. If the number of cards you've gained this turn is: 2+, gain an Imp; 1, gain a card costing up to 4 coins; 0, gain a Gold.
Druid — Cost 2. Action - Fate. +1 Buy. Receive one of the set-aside Boons (leaving it there). Setup: Set aside the top 3 Boons face up.
Exorcist — Cost 4. Night. Trash a card from your hand. Gain a cheaper Spirit from one of the Spirit piles.
Faithful Hound — Cost 2. Action - Reaction. +2 Cards. When you discard this other than during Clean-up, you may set it aside, and put it into your hand at end of turn.
Fool — Cost 3. Action - Fate. Heirloom: Lucky Coin. If you aren't the player with Lost in the Woods: take it, take 3 Boons, and receive the Boons in any order.
Ghost Town — Cost 3. Night - Duration. At the start of your next turn, +1 Card and +1 Action. This is gained to your hand (instead of your discard pile).
Guardian — Cost 2. Night - Duration. Until your next turn, when another player plays an Attack card, it doesn't affect you. At the start of your next turn, +1 coin. This is gained to your hand (instead of your discard pile).
Idol — Cost 5. Treasure - Attack - Fate. Worth 2 coins. If you have an odd number of Idols in play (counting this), receive a Boon; otherwise, each other player gains a Curse.
Leprechaun — Cost 3. Action - Doom. Gain a Gold. If you have exactly 7 cards in play, gain a Wish. Otherwise, receive a Hex.
Monastery — Cost 2. Night. For each card you've gained this turn, you may trash a card from your hand or a Copper you have in play.
Necromancer — Cost 4. Action. Choose a face up, non-Duration Action card in the trash. Turn it face down for the turn, and play it, leaving it there. Setup: Put the 3 Zombies into the trash.
Night Watchman — Cost 3. Night. Look at the top 5 cards of your deck, discard any number, and put the rest back in any order. This is gained to your hand (instead of your discard pile).
Pixie — Cost 2. Action - Fate. Heirloom: Goat. +1 Card, +1 Action. Discard the top Boon. You may trash this to receive that Boon twice.
Pooka — Cost 5. Action. Heirloom: Cursed Gold. You may trash a Treasure other than Cursed Gold from your hand, for +4 Cards.
Raider — Cost 6. Night - Duration - Attack. Each other player with 5 or more cards in hand discards a copy of a card you have in play (or reveals they can't). At the start of your next turn, +3 coins.
Sacred Grove — Cost 5. Action - Fate. +1 Buy, +3 coins. Receive a Boon. If it doesn't give +1 coin, each other player may receive it.
Secret Cave — Cost 3. Action - Duration. Heirloom: Magic Lamp. +1 Card, +1 Action. You may discard 3 cards. If you did, then at the start of your next turn, +3 coins.
Shepherd — Cost 4. Action. Heirloom: Pasture. +1 Action. Discard any number of Victory cards, revealing them. +2 Cards per card discarded.
Skulk — Cost 4. Action - Attack - Doom. +1 Buy. Each other player receives the next Hex. When you gain this, gain a Gold.
Tormentor — Cost 5. Action - Attack - Doom. +2 coins. If you have no other cards in play, gain an Imp. Otherwise, each other player receives the next Hex.
Tracker — Cost 2. Action - Fate. Heirloom: Pouch. +1 coin. Receive a Boon. While you have this in play, when you gain a card, you may put that card onto your deck.
Tragic Hero — Cost 5. Action. +3 Cards, +1 Buy. If you have 8 or more cards in hand (after drawing), trash this and gain a Treasure.
Vampire — Cost 5. Night - Attack - Doom. Each other player receives the next Hex. Gain a card costing up to 5 coins other than a Vampire. Exchange this for a Bat.
Werewolf — Cost 5. Action - Night - Attack - Doom. If it's your Night phase, each other player receives the next Hex. Otherwise, +3 Cards.
Cemetery — Cost 4. Victory. Heirloom: Haunted Mirror. Worth 2 victory points. When you gain this, trash up to 4 cards from your hand.
Heirloom Cards
Each Heirloom is named by the yellow banner on a Kingdom card; in games using that card, the player replaces a starting Copper with the Heirloom (see Preparation).
Cursed Gold — Cost 4. Treasure - Heirloom. Worth 3 coins. Gain a Curse.
Goat — Cost 2. Treasure - Heirloom. Worth 1 coin. You may trash a card from your hand.
Haunted Mirror — Cost 0. Treasure - Heirloom. Worth 1 coin. When you trash this, you may discard an Action card, to gain a Ghost.
Lucky Coin — Cost 4. Treasure - Heirloom. Worth 1 coin. Gain a Silver.
Magic Lamp — Cost 0. Treasure - Heirloom. Worth 1 coin. If there are at least 6 cards that you have exactly 1 copy of in play (counting this), trash this. If you did, gain 3 Wishes.
Pasture — Cost 2. Treasure - Victory - Heirloom. Worth 1 coin. Worth 1 victory point per Estate you have.
Pouch — Cost 2. Treasure - Heirloom. Worth 1 coin. +1 Buy.
Other Cards
Bat — Cost 2. Night. (This is not in the Supply.) Trash up to 2 cards from your hand. If you trashed at least one, exchange this for a Vampire.
Ghost — Cost 4. Night - Duration - Spirit. (This is not in the Supply.) Reveal cards from your deck until you reveal an Action. Discard the other cards and set aside the Action. At the start of your next turn, play it twice.
Imp — Cost 2. Action - Spirit. (This is not in the Supply.) +2 Cards. You may play an Action card from your hand that you don't have a copy of in play.
Will-o'-Wisp — Cost 0. Action - Spirit. (This is not in the Supply.) +1 Card, +1 Action. Reveal the top card of your deck. If it costs 2 coins or less, put it into your hand.
Wish — Cost 0. Action. (This is not in the Supply.) +1 Action. Return this to its pile. If you did, gain a card costing up to 6 coins to your hand.
Zombie Apprentice — Cost 3. Action - Zombie. You may trash an Action card from your hand for +3 Cards and +1 Action.
Zombie Mason — Cost 3. Action - Zombie. Trash the top card of your deck. You may gain a card costing up to 1 coin more than it.
Zombie Spy — Cost 3. Action - Zombie. +1 Card, +1 Action. Look at the top card of your deck. Discard it or put it back.
Lost in the Woods — State. (This is not in the Supply.) At the start of your turn, you may discard a card to receive a Boon.
Deluded / Envious — State. (Two-sided: Deluded and Envious are on the same card.) Deluded: At the start of your Buy phase, return this, and you can't buy Actions this turn. Envious: At the start of your Buy phase, return this, and Silver and Gold make 1 coin this turn.
Miserable / Twice Miserable — State. (Two-sided: Miserable and Twice Miserable are on the same card.) Miserable: -2 victory points. Twice Miserable: -4 victory points.
Boons
Each Boon is received by turning over the top card of the Boons deck and following its instructions (see Additional Rules for Nocturne).
The Earth's Gift: You may discard a Treasure to gain a card costing up to 4 coins.
The Field's Gift: +1 Action. +1 coin. (Keep this until Clean-up.)
The Flame's Gift: You may trash a card from your hand.
The Forest's Gift: +1 Buy. +1 coin. (Keep this until Clean-up.)
The Moon's Gift: Look through your discard pile. You may put a card from it onto your deck.
The Mountain's Gift: Gain a Silver.
The River's Gift: +1 Card at the end of this turn. (Keep this until Clean-up.)
The Sea's Gift: +1 Card.
The Sky's Gift: You may discard 3 cards to gain a Gold.
The Sun's Gift: Look at the top 4 cards of your deck. Discard any number of them and put the rest back in any order.
The Swamp's Gift: Gain a Will-o'-Wisp.
The Wind's Gift: +2 Cards. Discard 2 cards.
Hexes
Each Hex is received by turning over the top card of the Hexes deck and following its instructions (see Additional Rules for Nocturne).
Bad Omens: Put your deck into your discard pile. Look through it and put 2 Coppers from it onto your deck (or reveal you can't).
Delusion: If you don't have Deluded or Envious, take Deluded.
Envy: If you don't have Deluded or Envious, take Envious.
Famine: Reveal the top 3 cards of your deck. Discard the Actions. Shuffle the rest into your deck.
Fear: If you have at least 5 cards in hand, discard an Action or Treasure (or reveal you can't).
Greed: Gain a Copper onto your deck.
Haunting: If you have at least 4 cards in hand, put one of them onto your deck.
Locusts: Trash the top card of your deck. If it's Copper or Estate, gain a Curse. Otherwise, gain a cheaper card that shares a type with it.
Misery: If this is your first Misery this game, take Miserable. Otherwise, flip it over to Twice Miserable.
Plague: Gain a Curse to your hand.
Poverty: Discard down to 3 cards in hand.
War: Reveal cards from your deck until revealing one costing 3 coins or 4 coins. Trash it and discard the rest.
Kingdom Card Notes
Bard: You get +2 coins and receive a Boon.
Blessed Village: You see the Boon before deciding to resolve it immediately or at the start of your next turn. If you save it for next turn, it sits in front of you until then (or until the end of that turn if it says to keep it out until Clean-up).
Cemetery: In games using this, replace one of your starting Coppers with a Haunted Mirror. When you gain a Cemetery, trash from zero to four cards from your hand.
Changeling: When Changeling is in the Supply, any time you gain a card costing at least 3 coins, you may exchange it for a Changeling from the Supply. You can only do this if you can actually return the card you gained, and there is at least one Changeling in the Supply. The Changeling goes to your discard pile, no matter where the gained card went. Things that happen due to gaining the gained card still happen. So for example you could gain Skulk, exchange it for a Changeling (returning Skulk to the Supply and putting Changeling into your discard pile), and still gain a Gold from Skulk's ability. Exchanging for a Changeling is optional. You cannot do it if the gained card costs less than 3 coins, even if it normally costs 3 or more, and you cannot do it if the cost is neither more or less than 3 (such as Transmute from Alchemy). When you play Changeling, you trash it and gain a copy of a card you have in play; that can be any card you have in play, including Actions, Treasures, and Night cards, and including Duration cards you played on a previous turn that are still in play.
Cobbler: If you gain a Nomad Camp (from Hinterlands) with this, it goes to your hand.
Conclave: When you play this, you can play an Action card from your hand, provided that you do not have a copy of that card in play. It does not matter if you played the Action card this turn, only that it is not in play when you play Conclave; you can use Conclave to play a card that you played but trashed and so do not have in play, like a Pixie you trashed, but cannot use it to play a card you did not play this turn that is still in play, such as a Secret Cave from your previous turn. Conclave normally cannot play a Conclave, as that is a card you have in play. If you do play a card with Conclave, then Conclave gives you +1 Action, which has no special limitations, and so can for example be used to play another Conclave.
Crypt: For example if you set aside three Treasures, then at the start of each of your next three turns you will put one of them into your hand, and at the end of the last of those turns you will discard Crypt from play. The Treasures are face-down; you can look at them at any time, but other players may not.
Cursed Village: If you already have six or more cards in hand, you do not draw any cards. When you gain Cursed Village, you receive a Hex; since that will often be in your Buy phase, some of the Hexes may not do anything to you.
Den of Sin: Since Night is after the Buy phase, normally you can play this the turn you buy it.
Devil's Workshop: This counts all cards you have gained this turn, including cards gained at Night prior to playing it. You cannot choose a different benefit; if you have gained two or more cards, you have to gain an Imp, you cannot take a card costing up to 4 coins or a Gold instead. Normally, bought cards are then gained, but cards exchanged for (such as Vampire exchanging for Bat) are not gained.
Druid: At the start of the game, deal out three Boons face up for Druid. If there are other Fate cards in the same game, those Fate cards will not produce those Boons that game; the deck will consist of the other nine Boons. When you play Druid, you choose one of its three Boons to receive, and leave it there in the set-aside area for Druid, even if it is one of the Boons that says to keep it until Clean-up (e.g. The Field's Gift).
Exorcist: The Spirits are Will-o'-Wisp, Imp, and Ghost. If for example you trash a Silver, you can gain a Will-o'-Wisp or Imp, as those both cost less than Silver.
Faithful Hound: "End of turn" is after drawing in Clean-up. The Reaction ability can happen on your turn and on other players' turns; if for example you discard Faithful Hound to another player's Raider, you can set it aside and return it to your hand at the end of that turn. Faithful Hound does not have to be in your hand for the ability to work; for example you can set it aside when it is discarded from your deck due to Night Watchman. The ability does not work if Faithful Hound is put into your discard pile without being discarded; for example nothing special happens when you gain Faithful Hound, or put your deck into your discard pile with Scavenger (from Dark Ages). The ability does not do anything during Clean-up. Setting Faithful Hound aside is optional. You cannot choose to discard Faithful Hound without something telling you to discard.
Fool: If you have Lost in the Woods, playing Fool does nothing. If you do not have Lost in the Woods, you take it - even from another player, if another player has it - and also take 3 Boons and receive them in the order you choose (discarding them when receiving them, or in Clean-up as appropriate). You do not need to pick the full order in advance - pick one to resolve, then after resolving it pick another to resolve. The player with Lost in the Woods (if any) can optionally discard a card to receive a Boon, at the start of each of their turns. In games using Fool, replace one of your starting Coppers with a Lucky Coin.
Ghost Town: Since Night is after the Buy phase, normally you can play this the turn you buy it.
Guardian: Since Night is after the Buy phase, normally you can play this the turn you buy it. When you play Guardian, you are unaffected by Attack cards other players play between then and your next turn (even if you want one to affect you). Guardian does not prevent you from using Reactions when other players play Attacks.
Idol: Idol cares how many Idols you have in play, not how many you have played this turn; some cards can make those numbers different (e.g. Counterfeit from Dark Ages). If you have one Idol in play, you receive a Boon, if two, the other players gain a Curse, if three, you receive a Boon, and so on.
Leprechaun: Cards you have in play normally include Leprechaun itself, other cards you have played this turn, and sometimes Duration cards from previous turns. Cards that were in play but no longer are - e.g. a Pixie you trashed - do not count.
Monastery: For example if you have gained three cards, you may trash up to three cards, with each being either a card from your hand or a Copper you have in play, in any combination. Normally, bought cards are then gained, but cards exchanged for (such as Vampire exchanging for Bat) are not gained.
Necromancer: This plays a non-Duration Action card from the trash. Normally it can at least play one of the three Zombies, since they start the game in the trash. It can play other Action cards that make their way into the trash too. The played cards are turned over, to track that each can only be used once per turn this way; at end of turn, turn them back face up. Necromancer can play another Necromancer, though normally that will not be useful. The Action card stays in the trash; if an effect tries to move it, such as Encampment (from Empires) returning to the Supply, it will fail to move it. Necromancer can be used on a card that trashes itself when played; if the card checks to see if it was trashed (such as Pixie), it was not, but if the card does not check (such as Tragic Hero), it will function normally. Since the played card is not in play, "while this is in play" abilities (such as Tracker's) will not do anything.
Night Watchman: Since Night is after the Buy phase, normally you can play this the turn you buy it.
Pixie: If you receive a Boon that says to keep it until Clean-up, move it to in front of you, and remember that you get it twice. In games using Pixie, replace one of your starting Coppers with a Goat.
Pooka: In games using Pooka, replace one of your starting Coppers with a Cursed Gold.
Raider: For example if your cards in play are 3 Coppers, a Silver, and a Raider, then each other player with at least 5 cards in hand has to discard a Copper, Silver, or Raider, or reveal their hand to show that they did not have any of those cards.
Sacred Grove: You have to receive the Boon; the other players can choose to receive it. The Field's Gift and The Forest's Gift are not shared. The River's Gift means that each player choosing to receive it draws a card at the end of your turn, at the same time as you.
Secret Cave: If you do not discard three cards, Secret Cave is discarded from play at end of turn. If you do discard three cards, Secret Cave stays out until the Clean-up of your next turn, and you get +3 coins at the start of that turn. You can choose to discard three cards even with fewer cards in hand, and will discard your remaining cards, but will not get the bonus. In games using Secret Cave, replace one of your starting Coppers with a Magic Lamp.
Shepherd: For example, you could discard three Victory cards to draw six cards. In games using Shepherd, replace one of your starting Coppers with a Pasture.
Skulk: You gain the Gold whether you gained Skulk due to buying it, or gained it some other way.
Tormentor: Cards in play from previous turns are still cards in play; cards you played this turn but which are no longer in play (such as a Pixie you trashed) are not in play.
Tracker: If you gain multiple cards with this in play, this applies to each of them - you could put any or all of them on top of your deck. This applies both to cards gained due to being bought, and to cards gained other ways with Tracker in play. Tracker is in play when you resolve its Boon, so if the Boon causes you to gain a card, for example a Silver from The Mountain's Gift, you can put that card onto your deck. In games using Tracker, replace one of your starting Coppers with a Pouch.
Tragic Hero: First draw three cards; then, if you have eight or more cards in hand, you trash Tragic Hero and gain a Treasure. If you cannot trash Tragic Hero (for example if you play it twice with Throne Room and trashed it the first time), you still gain the Treasure.
Vampire: Follow the instructions in order. If the Bat pile is empty, you will be unable to exchange Vampire for a Bat, but will do the rest. The Bat is put into your discard pile.
Werewolf: Werewolf can be played in either your Action phase or Night phase. If played in your Action phase, you draw three cards; if played at Night, each other player receives the next Hex.
Bat: The Vampire is put into your discard pile. If there are no Vampires in their pile, you cannot exchange Bat for one, but can still trash cards.
Cursed Gold: You can choose not to play Cursed Gold, and thus not gain a Curse.
Ghost: If you run out of cards before revealing an Action, shuffle your discard pile but not the revealed cards, and continue. If you still do not find an Action, just discard everything and do not do anything else. If you find an Action card, you discard the other cards, set the Action card aside, and play it twice at the start of your next turn. This is not optional. If you have multiple start-of-turn effects, you can put them in any order, but when you resolve Ghost, you play the Action twice then; you cannot resolve other effects in the middle. You play the Action card resolving it completely, then play it a second time. Playing the card does not use up Action plays for the turn. If Ghost plays a Duration card, Ghost will stay out with the Duration card. If Ghost plays a card that trashes itself, it will play it a second time even though the card is no longer in play. If Ghost fails to play a card, it will be discarded from play that turn.
Goat: Trashing a card is optional.
Haunted Mirror: Haunted Mirror does not give you a way to trash it, but does something if you find a way to.
Imp: After drawing two cards, you can play an Action card from your hand, provided that you do not have a copy of that card in play. It does not matter if you played the Action card this turn, only that it is not in play when you play Imp; you can use Imp to play a card that you played but trashed and so do not have in play, like a Pixie you trashed, but cannot use it to play a card you did not play this turn that is still in play, such as a Secret Cave from your previous turn. Imp normally cannot play an Imp as that is a card you have in play.
Lucky Coin: You can choose not to play Lucky Coin, and thus not gain a Silver.
Magic Lamp: Magic Lamp itself counts as one of the six cards. A card you have two or more copies of in play does not count; you have to have exactly one copy in play to count a card. You can play more Treasures after trashing Magic Lamp, and still got from it for that turn.
Pasture: For example if you have three Estates, then Pasture is worth 3 victory points.
Pouch: This simply gives you 1 coin and +1 Buy when you play it.
Will-o'-Wisp: If the revealed card does not cost 2 coins or less, leave it on your deck. Cards with a potion symbol or a debt symbol in the cost (from Alchemy and Empires) do not cost 2 coins or less.
Wish: You only gain a card if you actually returned Wish to its pile. A card you gain that would normally go somewhere else, like Nomad Camp (from Hinterlands), goes to your hand.
Zombie Apprentice: If you trash an Action card from your hand, you draw three cards and get +1 Action.
Zombie Mason: Gaining a card is optional. You can gain a card costing more than the trashed card, or any amount less; for example you can gain a copy of the trashed card.
Zombie Spy: You draw a card before looking at the top card.
Bad Omens: Normally you will end up with a deck consisting of two Coppers, and a discard pile with the rest of your cards. Sometimes you will only have one or no Coppers; in those cases reveal your deck to demonstrate this.
Deluded: This prevents you from buying Action cards during one turn, starting in the Buy phase. If you get Deluded during your turn before the Buy phase (such as with Leprechaun), it will apply that turn; normally it will apply to your next turn.
Delusion: Deluded / Envious is two-sided; take it with the Deluded side face up.
Envious: This causes Silver and Gold to make 1 coin when you played in your Buy phase for one turn, rather than their usual coin values, starting in the Buy phase. It does not affect other Treasures, just Silver and Gold. If you get Envious during your turn before the Buy phase (such as with Leprechaun), it will apply that turn; normally it will apply to your next turn.
Envy: Deluded / Envious is two-sided; take it with the Envious side face up. If you don't have Deluded or Envious, take Envious.
Famine: The revealed cards that are not Actions are shuffled back into your deck.
Fear: You discard an Action or Treasure if you have either, and only reveal your hand if you have no Actions and no Treasures.
Locusts: Types are the words on the bottom banner, like Action and Attack. If there is no cheaper card that shares a type - for example if the card trashed is Curse - the player does not gain anything.
Lost in the Woods: The two sides are the same; use either. Using the ability is optional. Lost in the Woods stays in front of you turn after turn, until another players takes it with a Fool.
Miserable: When scoring at the end of the game, you lose 2 victory points. This does nothing until then, it just sits in front of you.
Misery: If this hits you for a third time in a game, nothing will happen; you stay at Twice Miserable.
The Moon's Gift: If your discard pile is empty, this will not do anything.
The River's Gift: You draw the card after drawing your hand for your next turn.
The Sky's Gift: If you choose to do this with fewer than three cards in hand, you will discard the rest of your cards but not gain a Gold. Discarding three cards gets you one Gold, not three.
Twice Miserable: When scoring at the end of the game, you lose 4 victory points. This does nothing until then, it just sits in front of you.
War: If you do not find a card costing 3 or 4 coins, your entire deck will end up in your discard pile, with nothing trashed.
Suggested Kingdoms
Players can play Dominion with any set of 10 Kingdom cards, but these sets have been specially picked out to be entertaining and show off card interactions and strategies.
Nocturne alone:
- Dusk: Blessed Village, Cobbler, Den of Sin, Faithful Hound, Fool, Monastery, Night Watchman, Shepherd, Tormentor, Tragic Hero
- Midnight: Conclave, Crypt, Cursed Village, Devil's Workshop, Druid (The Swamp's Gift, The Flame's Gift, The Wind's Gift), Exorcist, Leprechaun, Pooka, Raider, Secret Cave
Nocturne & Dominion:
- Night Shift: Druid (The Earth's Gift, The Flame's Gift, The Forest's Gift), Exorcist, Ghost Town, Idol, Night Watchman • Bandit, Gardens, Mine, Poacher, Smithy
- Idle Hands: Bard, Conclave, Cursed Village, Devil's Workshop, Tragic Hero • Cellar, Harbinger, Market, Merchant, Moneylender
Nocturne & Intrigue:
- Shadowy Figures: Cobbler, Conclave, Faithful Hound, Shepherd, Tragic Hero • Bridge, Conspirator, Mill, Nobles, Secret Passage
- Impending Doom: Leprechaun, Monastery, Necromancer, Tormentor, Werewolf • Courtier, Lurker, Mining Village, Swindler, Upgrade
Nocturne & Seaside:
- The New Black: Cobbler, Den of Sin, Ghost Town, Raider, Secret Cave • Caravan, Haven, Merchant Ship, Outpost, Tactician
- Forbidden Isle: Blessed Village, Cemetery, Idol, Tracker, Tragic Hero • Fishing Village, Ghost Ship, Lookout, Salvager, Treasure Map
Nocturne & Alchemy:
- Nightmare Fuel: Bard, Blessed Village, Cemetery, Sacred Grove, Skulk, Tracker • Alchemist, Apprentice, Transmute, Vineyard
Nocturne & Prosperity:
- Treasures of the Night: Crypt, Guardian, Night Watchman, Raider, Vampire • Bank, Contraband, Loan, Royal Seal, Venture
- Day at the Races: Blessed Village, Cemetery, Druid (The Swamp's Gift, The River's Gift, The Forest's Gift), Tormentor, Tragic Hero • Bishop, Peddler, Talisman, Trade Route, Watchtower
Nocturne & Cornucopia / Guilds:
- The Endless Fair: Devil's Workshop, Exorcist, Monastery, Pixie, Shepherd • Baker, Fairgrounds, Farming Village, Fortune Teller, Merchant Guild
- Happy Chaos: Blessed Village, Changeling, Fool, Faithful Hound, Sacred Grove • Doctor, Harvest, Herald, Jester, Masterpiece
Nocturne & Hinterlands:
- Search Party: Cobbler, Conclave, Druid (The Mountain's Gift, The Sky's Gift, The Sun's Gift), Faithful Hound, Werewolf • Cartographer, Highway, Inn, Oasis, Scheme
- Counting Sheep: Bard, Crypt, Leprechaun, Pooka, Shepherd • Crossroads, Farmland, Haggler, Noble Brigand, Tunnel
Nocturne & Dark Ages:
- Grave Matters: Cemetery, Cursed Village, Necromancer, Skulk, Tormentor • Armory, Forager, Graverobber, Market Square, Squire
- Rats and Bats: Changeling, Devil's Workshop, Sacred Grove, Tracker, Vampire • Catacombs, Count, Fortress, Hermit, Rats
Nocturne & Adventures:
- Monster Mash: Conclave, Guardian, Pixie, Vampire, Werewolf • Bridge Troll, Giant, Messenger, Ratcatcher, Storyteller • Quest
- Lost in the Woods: Blessed Village, Druid (The Sky's Gift, The Field's Gift, The Sea's Gift), Fool, Sacred Grove, Tracker • Caravan Guard, Guide, Haunted Wood, Hireling, Ranger • Pilgrimage
Nocturne & Empires:
- Luftschloss: Cemetery, Changeling, Exorcist, Fool, Shepherd • Archive, Castles, Catapult, Engineer, Temple • Tomb
- Pooka Pranks: Faithful Hound, Ghost Town, Pixie, Pooka, Skulk • Chariot Race, Forum, Groundskeeper, Sacrifice, Settlers / Bustling Village • Banquet
Nocturne & Renaissance:
- Becoming a Monster: Exploration • Devil's Workshop, Monastery, Shepherd, Skulk, Tragic Hero • Experiment, Mountain Village, Old Witch, Research, Spices
- True Believers: Cathedral, Piazza • Blessed Village, Crypt, Faithful Hound, Sacred Grove, Secret Cave • Border Guard, Cargo Ship, Scholar, Sculptor, Villain
Nocturne & Menagerie:
- Seize the Night: Way of the Sheep, Seize the Day • Cobbler, Devil's Workshop, Exorcist, Monastery, Skulk • Barge, Falconer, Hostelry, Sheepdog, Supplies
- Animal Crackers: Way of the Chameleon, Enhance • Faithful Hound, Pixie, Pooka, Sacred Grove, Shepherd • Black Cat, Goatherd, Groom, Hunting Lodge, Kiln