Seaside Update PackClick to exclude Seaside Update Pack: Sea ChartClick to veto Sea Chart+1 Card
+1 Action

Reveal the top card of your deck. If you have a copy of it in play, put it into your hand.
Cost: 3 Coins
Hinterlands Update PackClick to exclude Hinterlands Update Pack: NomadsClick to veto Nomads+1 Buy
+2 Coins

When you gain or trash this, +2 Coins.
Cost: 4 Coins
AdventuresClick to exclude Adventures: Champion+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.)
Cost: 6 Coins
Hero+2 Coins
Gain a Treasure. When you discard this from play, you may exchange it for a Champion. (This is not in the Supply)
Cost: 5 Coins
Treasure Hunter+1 Action
+1 Coin

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)
Cost: 3 Coins
Warrior+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 Coins or 4 Coins. When you discard this from play, you may exchange it for a Hero. (This is not in the Supply)
Cost: 4 Coins
ArtificerClick to veto Artificer+1 Card
+1 Action
+1 Coin

Discard any number of cards. You may gain a card costing exactly 1 Coin per card discarded, putting it on top of your deck.
Cost: 5 Coins
Caravan GuardClick to veto Caravan Guard+1 Card
+1 Action

At the start of your next turn, +1 Coin. 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.)
Cost: 3 Coins
Haunted WoodsClick to veto Haunted WoodsUntil you 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
Cost: 5 Coins
PageClick to veto Page+1 Card
+1 Action

When you discard this from play, you may exchange it for a Treasure Hunter.
Cost: 2 Coins
EmpiresClick to exclude Empires: EnchantressClick to veto EnchantressUntil your next turn, the first time each other player plays an Action card on their turn, they get +1 Card and +1 Action instead of following its instructions. At the start of your next turn, +2 Cards.
Cost: 3 Coins
Royal BlacksmithClick to veto Royal Blacksmith+5 Cards
Reveal your hand; discard the Coppers.
Cost: 8 Debt
NocturneClick to exclude Nocturne: GhostReveal 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. (This is not in the Supply.)
Cost: 4 Coins
Imp+2 Cards
You may play an Action card fromyour hand that you don't have a copy of in play. (This is not in the Supply.)
Cost: 2 Coins
Will-o'-Wisp+1 Card
+1 Action

Reveal the top card of your deck. If it costs 2 Coins or less, put it into your hand. (This is not in the Supply.)
Cost: 0 Coins
ExorcistClick to veto ExorcistTrash a card from your hand. Gain a cheaper Spirit from one of the Spirit piles.
Cost: 4 Coins
RenaissanceClick to exclude Renaissance: ImproveClick to veto Improve+2 Coins
At the start of Clean-up, you may trash an Action card you would discard from play this turn, to gain a card costing exactly 1 Coin more than it.
Cost: 3 Coins
MenagerieClick to exclude Menagerie: Event DesperationClick to veto DesperationOnce per turn: You may gain a Curse. If you do, +1 Buy and +2 Coins.
Cost: 0 Coins
PlunderClick to exclude Plunder: Trait PatientClick to veto PatientAt the start of your Clean-up phase, you may set aside Patient cards from your hand to play them at the start of your next turn.
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