The Books of Magic (fan expansion for Dominion)
The Books of Magic (fan expansion for Dominion) Rulebook
Table of Contents
Table of Contents
Printing and Collating
You can print the game by printing the cards.pdf document. Print 10 copies of pages 1-3 and 6 copies of page 4. Print 3 copies of page 5. This expansion does not include images for the backs of Kingdom cards. You can also print an extra set of cards with blue backs for use in creating random decks. Again, we're not including the blue backed cards.
Card Notes
Curse Majure: Curse Majure cards should always be used when playing with cards from the Books of Magic expansion. For 2 players use 1 set (three 2s, two 3s, one 4, and one 5). For 3 players, use two sets (six 2s, four 3s, two 4s, and two 5s). For 4 players, use all the cards. Shuffle the Curse Majure cards into the Curse cards to create a Curse deck. Use the same number of base Curse cards as are recommended by the Dominion rules. Place the deck face up. When players gain a Curse, they gain the top card of the Curse deck. If multiple players gain a Curse at the same time, the player whose turn it is may decide what order they receive the Curse cards.
Book of Promises: You may only search the unplayed cards in your deck, not your discard pile or any cards that may be set aside.
Book of the Dead: Do not use Book of the Dead as one of your sets of Kingdom Cards if you have no other Kingdom Cards that trash cards.
Haunted House: It is the intention of the expansion designer that a Moat revealed in response to a Haunted House is trashed, but the owner of the Moat does not gain a Curse. You may play it as you see fit.
Dark Coven: Do not use Dark Coven as one of your sets of Kingdom Cards if you do not have either Witches or Warlocks as one of your sets of Kingdom Cards. Do not forget to only have 8 Dark Covens available for a 2 player game.
Necropolis: Do not forget to only have 8 Necropolis cards available for a 2 player game.
Philosopher's Stone: The trashed card comes from your hand. You must trash a card when you play Philosopher's Stone if you are able.
Scavenger: Do not use Scavenger as one of your sets of Kingdom Cards if you have no other Kingdom Cards that trash cards. Cards passed to an opponent are placed in the opponent's hand.
Ward: Do not use Ward as one of your sets of Kingdom Cards if you do not have Attack cards. Ward's effects take place after the Attack it was made in response to has resolved. If you draw a Ward as part of your response to an Attack, you may also use that Ward in response to that Attack.
Wasteland: Do not use Wasteland as one of your sets of Kingdom Cards if you have no other Kingdom Cards that trash cards. Do not forget to only have 8 Wasteland cards available for a 2 player game.
Zealot: The Zealot removes one treasure from your purchasing power this hand. You cannot go below 0 in purchasing power. Do not forget to only have 8 Zealot cards available for a 2 player game.
Card Text
Source note: the card text below is transcribed from card images posted on BoardGameGeek (the card's own printed text, with coin and victory-point icons written as words). Only the cards listed here are covered; the rest of the expansion's card text is not in the designer's rules document and is not reproduced. The Scavenger text is cut off at the edge of its photo and is marked where incomplete. The Zealot's victory icon and the Apport and Ghost Town value icons were read from a small photo of nine cards and are a judgment call, not confirmed against a printed card.
Book of Promises (Action, cost 4) +1 Action. Search through your deck for a card of your choice. Place that card in your hand, then shuffle your deck. Gain a Curse card.
Ward (Reaction - Attack, cost 2) When another player plays an Attack card, you may reveal and discard this from your hand. If you do, you may draw 2 cards, and the player who played the Attack card gains a Curse card.
Fortune Teller (Action, cost 4) +2 Cards. +1 Action. Place a card from your hand on top of your deck.
Gravedigger (Action, cost 5) +4 Cards. +1 Buy. Gain a Curse card.
Warlock (Action - Attack, cost 5) +2 Coins. Each other player gains a Curse card.
Zealot (Action - Victory, cost 3) Trash a card from your hand. Gain a Zealot. -1 Coin. Worth 2 Victory Points.
Necropolis (Victory, cost 4) Worth 1 Victory Point for every two Curse cards in your deck.
Sorcerer's Stone (Action, cost 4) +1 Coin. Trash a card. If it is a Treasure, gain an additional +2 Coins.
Ghost Town (Action, cost 4) +2 Coins for every Action you have available but have not taken at the start of your Buy Phase.
Apport (Action, cost 4) +2 Coins. Gain a card costing up to 3 Coins.
Scavenger (Action, cost 5) +1 Card. +1 Action. Choose a card in the Trash. You may either gain it or pass it to an opponent. (Incomplete: the photo cuts off the right edge of this card. The visible text is "Choose a card in the Tras[h]. You may either gain it or pass it to an opponen[t]".)
Recommended Sets of Ten
Printed in the source as "Reccomended Sets of Ten"; spelling corrected here.
Books of Magic Only
Curse Me: Book of Prophecy, Dark Library, Gravedigger, Apport, Book of Pain, Necropolis, Book of Promises, Neophyte, Book of Sorrows, Apprentice
Curse You: Sinister Gift, Warlock, Dark Coven, Fairy Gold, Book of Pain, Ghost Town, Neophyte, Haunted House, Apprentice, Ward
Trash Stash: Scavenger, Book of the Dead, Fairy Gold, Wasteland, Fortune Teller, Neophyte, Haunted House, Zealot, Ward, Philosopher's Stone
Books of Magic Combined With Other Sets
Chain Gang: (Books of Magic) Book of Pain, Ghost Town, Fortune Teller; (Base Set) Market, Spy, Village; (Seaside) Bazaar, Treasury, Haven; (Intrigue) Great Hall
Proper Tease: (Books of Magic) Dark Coven, Warlock, Wasteland, Necropolis; (Base Set) Chapel, Witch, Gardens; (Intrigue) Harem, Nobles, Great Hall
Ouch!: (Books of Magic) Scavenger, Dark Library, Sinister Gift, Haunted House; (Base Set) Militia, Spy; (Seaside) Ghost Ship, Embargo; (Intrigue) Masquerade, Ward