Reveal cards from your deck until 2 coin cards are revealed. Put the 2 coins cards in your hand. Discard the remaining cards revealed this way.
Draw cards until you have 7 cards on your hand. Action cards can be put aside when drawn. The cards with have been put aside are discarded at the end of the action.
Take a silver and put it onto your deck face-down. Every other player turns over a point card and puts it onto his deck face-down. If a player doesnt have a point card, he has to show his hand.
+2 cards. If a player plays an Action-Attack, you may show this card from your hand. If you do, the attack has no effect on you.
Every other player turns over the first 2 cards from his drawing pile. If the other players have turned over one or more money cards, each of them has to dispose one of them (of your choice). You can take any number of the arranged cards to your discard pile the other go to the trash pile. The other turned over cards are discarded to the discard piles of the respective players.
+1 cards. +2 Actions.
Trash this card to gain a card with a costs up to 5.
1 VP for every 10 cards in your deck (rounded down).
Trash a copper from your hand. If you do, +3 Coins.
+2 cards. Each other player gains a curse card.
+1 Buy. +2 Coins.
+2 Actions. +1 Buy. +2 Coins.
+2 Coins.You may place your entire deck in your discard pile.
You may trash up to 4 cards from your hand.
+1 action.Discard any number of cards from your hand. For each discarded in this way, draw a card.
+2 cards. +1 action.
+1 card. +1 action. +1 Buy. +1 Coin.
+2 Coins.Each other player must discard down to only three cards.
Discard a coin card. Get a coin card that costs up to 3 more. Put that card into your hand.
+4 cards. +1 Buy. Each other player draws a card.
+3 Cards.
Each player (including you) reveals the top card of his draw pile. You decide if he or she puts it on top of the deck or the discard pile.
Choose an action card from your hand. Play this action card twice.
Discard a card from your hand. Gain 1 card that costs up to 2 more than the card discarded.
Gain a card that costs up to 4.
Dominion - The game is a standalone expansion to Dominion. Five of the Intrigue cards are playable in BSW.
+2 Coins.Each other player must discard the top card of his draw pile. The active player chooses for each player a different card with the same card value to replace that card, even if it's the same card type.
When Swindler is played a window opens. The top row of cards displays the card(s) revealed from the opponent(s) deck(s). The row below shows the card(s) you want to replace them with. Click on a window in the bottom row to see the options of cards you can choose. Then click on one of the options showing.
When the choice is made. Click on the green checkmark to continue.
+1 Buy.You the discard an estate and receive 4 Coins. If you cannot or will not discard an estate, you the gain an estate from stock.
When Baron is played and you have an Estate card on your hand. You click the left option to gain an Estate card or the green checkmark on the right to discard an Estate card and gain 4 coins.
+1 card. +1 action.Upgrade is similar to the Remodel from the basic game. If you play Upgrade, you the trash a card from your hand and gain another worth Just one more than the trashed card. If there is no card with an exact +1 value, the card will be trashed, but you will not gain a new card.
When Upgrade is played, you have to mark both the card you want to discard and the card you want to receive. When those cards are marked, click on the green checkmark to continue.
+1 action.The Minion has two actions available: Either the player gains +2 coins, or he discards all the cards in his hand and draws four new cards. If he chose to discard all the cards in his hand, all other players must therefore discard and draw four new cards.
The options of Minion are displayed on the card when it's played. Click on the desired option to continue.
Counts as both an action card and a 2 VP card.
+3 cards OR +2 actions.
The options of Nobles are displayed on the card when it's played. Click on the desired option to continue.
Dominion-Seaside is an expansion which can be played along with the basic game or with Dominion-Intrigue. Five of the Seaside cards are playable in BSW
+1 map +1 ActionIf you play the port, you will immediately take a new card. Then you put one of his handcards hidden on the port to use them in the next round. At the end of the next round, both cards will be placed.
If you play Haven, click on one of your cards in your hand then confirm the action by clicking on the green check mark.
Smugglers - This looks at the most recent turn of the player to your right, even if you've taken multiple turns in a row. If that player gained no cards, or nothing costing 6 or less, then Smugglers does nothing. If that player gained multiple cards costing 6 or less, you choose which one to gain a copy of.
If you play Smugglers, select one of the cards, which was previously bought and confirm your selection with the green check mark.
To see which card(s) players bought previously, move your mouse over the player's info. The cards from the last round eligible will be displayed.
+2 money in the current round. +2 money in the next round.
+2 cards.Each co-player puts so many cards on his draw pile until he has only three cards on his hand.
If Ghost Ship is played. then all other players must select all except cards to put back in their deck. They using confirm the green check mark.
Iceland - 2 VP at game end. Set aside this card and another card from your hand. Return them to your deck at the end of the game.
If you play the Island card, select a card from your hand to store on the island. Confirm by using the green check mark.
Dominion - Alchemy is an expansion that can be played together with the basic game, Intrigue and/or Seaside extension. Five of the Alchemy cards are playable in BSW
With alchemy is introduced as a new means of payment of the potion. 16 tickets can be purchased during the game like other money cards. You need it in addition to the normal money to buy the other four cards of alchemy extension.
Transmutation lets you trash a card from your hand. Depending on the category of the card, you get a bonus. The type or value of the card removed is irrelevant.
Cost: Zero Coins and 1 Potion
When you play Transmute, you must select one card in your hand and then confirm. The exchange between cards is performed automatically. If the card trashed belongs to more than one category then you receive the bonus for all of those categories (e.g. noble)
The Apothecary begins by taking one card from the deck and placing it in your hand. Four cards are then drawn. If these four cards are either copper or potion, they go into your hand, otherwise they go back onto your deck. You may place these other cards in any order you wish.
Cost: 2 Coins and 1 Potion
When playing apothecary, the first card and the copper and potions are automatically put in your hand. You can nowrange rear the remaining cards in the window using the yellow arrows.
Once you have rearranged the cards in order that you want, you must now confirm with the Green Check mark.
The Philosoph's stone is a Treasure card. Its value is calculated by adding all of the cards from your deck and discard pile and dividing by five (rounded down).
Cost: 3 Coins and 1 Potion
Reveal cards from the top of your deck, one at a time, until you have revealed two Action cards that are not Golem.
Click on the purple arrow, to exposed two action cards.
If you find 2 Action Cards you MUST play them both. You may choose the order in which they are played. Use this window to modify the play order using the Yellow Arrows.
Once you select the order, you must confirm the action.
Cost: 4 Coins and 1 Potion
The introduction of Potions can result in some special cases. The cost of Alchemy cards (with potions) are "higher" than an equivalent card without a potion.
Example
Other special cases can be found in the rules provided as well as the Characters pdf-File.
Dominion - flowering time is an extension that is playable together with the basic game and all the extensions that have been published so far. In the BrettspielWelt there are five of the new kingdom cards as well as the two new base cards platinum and colonies.
Platinum is now the highest card. Cost: 9 Money, Value: 5 Money.
The colony is now the highest score: cost: 11 money, value: 10 points.
Platinum and colonies can be activated via the "colony" option before the start of play. They can also be used without the remaining flowering time cards. Platinum is always present twelve times, colonies exist with two players eight, with more than two players twelve times.
The adventure itself has the value 1. If it is played, you can draw cards from the draw-down pile until you get a card. This is also designed. In the board game world, the follow-up takes place automatically as soon as the adventure is stored.
+1 Purchase +2 moneyIn addition, all players - similar to the militia - have to hand off all hand cards up to three. In addition, you get a win point for each card you buy in this round.
+1 map +1 Action +1 MoneyThe purchase price of normally eight money is reduced by two money per played promotion card. So if you have already played two action cards in the current round, the houser only costs four more money.
With the forging of art you can dispose of any number of hand cards. For Total cost all dispossessed cards you have to take a card with exactly the same costs. If you have no cards or only cards with zero value, you have to take a card with zero value.
Tränke are ignored when disposing, tickets with medical costs must not be taken.
To apply the art forge, first click on the hand maps you want to dispose of (orange arrows). After that you click on the map in the stock you want to receive (green arrow). It is then confirmed by the green hook.
The watchtower has different characteristics. He will be Action card played, you draw cards until you have six cards on your hand.
He can also Reaction map to be played. This always comes into force when the player gets a card, no matter what (purchase, tricks, witch, etc.). He then has the following possibilities:
Take the card and place it on its own draw-off stack (e.g. on self-purchased cards).
Dispose of the card (e.g. in the case of curses or "crickest" cards).
If you want to use the watchtower as a reaction card, you select the corresponding icon at the top by clicking and confirms playing by clicking the green hook.
Would you like the watchtower (yet) not play out, you click on the green after-below arrow to keep the watchtower on your hand.
A detailed guide can be found on the pages of the Spieleverlag. There is also an exact description of the maps including possible special cases.
Dominion - Rich harvest is an extension that is playable together with the basic game, the intrigue and all the extensions that have been published so far. In the BrettspielWelt, four of the new rich harvest cards are playable.
+1 Action +3 cards if all hand cards are different or +1 card if the same cards are on hand
+2 actionsDrag cards from the draw pile until either a money card or an action card comes. Take these.
+2 moneyEach player covers his top card: if it is a score card, he gets a curse. Otherwise, the active player may decide whether to make the same card from stock on his Stacks or the opponent must put them on his.
With this selection, the card moves to its own stack.
With this selection, the card moves to the opposing stack.
The main square is a pure score card and counts 2 win points for each full five cards with different names in the entire card set.
A detailed guide can be found on the pages of the Spieleverlag. There you will also find an exact description of all cards including possible special cases.
Dominion - Hinterland is an extension that can be played together with the basic game, the intrigue and all the extensions that have been published so far. Five of the new hinterland cards are playable in the BrettspielWelt.
For each point card on the hand you get a card from the drawer stack. For first three additional actions are obtained; for further crossroads played in the same train you will receive cards again, but No further actions.
+1 Purchase +2 moneyIf the nomad camp is taken, it automatically moves to the draw-down stack instead of the deposit stack.
You get a silver immediatelyThe top card of the draw-off stack is covered and can either be placed back on the draw-off stack or on the deposit stackThe card hand is refilled to five cardsYou can remove a card from your hand (no money card!)
With this symbol, the card is placed on the draw pile.
With this symbol, the card is placed on the storage stack.
Once you have made your choice, you confirm with the green hook.
To dispose of a hand card, click on the corresponding card and confirm the dispossession with the green hook.If you don't want to dispose of a hand card, choose the red cross.
+1 map +1 ActionThe four top cards of the drawer stack are exposed. You can leave as many as you like. The unfinished parts may be placed on the redrawing stack in any order.
In the lower right corner of each card it is possible to determine whether the card is to be placed on the storage stack or the redrawing stack. By clicking on the yellow/blue arrow you can change this selection: Blue Arrow: Card comes to the stack, yellow Arrow: Card comes to the pile. With the yellow arrows at the upper edge of the card, the order for the draw-off stack can be changed.
{87)Once you've made your choice, you'll confirm with the green hook.
+2 moneyIs the Feilscher in the game and you buy a card, must: another card (free). This card must cost less than just bought and may No Dot card!
{89)To take another card, click on it and confirm with the green hook.
If there is no smaller map, click on the red cross.
A detailed guide can be found on the pages of the Spieleverlag. There you will also find an exact description of all cards including possible special cases.