The Scrolls of Power (fan expansion for Dominion)
The Scrolls of Power (fan expansion for Dominion) Rulebook
Table of Contents
Table of Contents
General Concepts
- Start of your turn. If several things happen at the start of your turn, you may choose which order they happen.
- Duration cards. Duration cards stay in play until the end of the turn they cease having an effect. If a duration card does not reference a specific future turn, then it stays in play for the rest of the game.
- Return. Return is short for "return the card to the Supply pile." Ambassador from Seaside is a card that returns other cards.
Printing and Collating
You can print the game by printing the scrolls.pdf document. Print 10 copies of pages 1-3, three copies of page 4 and 2 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
- Bezoar: Bezoar may stay in play for multiple turns. Note that it only gets discarded from play during your Clean Up Phase, not other times you shuffle your discard pile into your deck.
- Burial Mound: You will need the +1VP tokens from the Prosperity expansion to use this card. If you do not have the Prosperity expansion, you may use coins or tokens to represent the +1VP you gain from this card.
- Charm: This means that cards that trash themselves, like Embargo or Feast, are placed in their owners' discard piles after they go to the Trash.
- Chimera: If the players insist, they may choose to reveal reactions to Chimera in play order, starting from your left.
- Element: Put two sets of Element cards (Earth, Air, Fire, Water) in play for a 2 player game, and all three sets in play for a 3+ player game. When gaining an Element, players may choose which of the cards in the supply pile they wish to gain.
- Forbidden Village: You will need the +1VP tokens from the Prosperity expansion to use this card. If you do not have the Prosperity expansion, you may use coins or tokens to represent the +1VP you gain from this card.
- Formulate: So, if you gain a Province, you would also gain 2 Curses. If you gain a Village, you don't gain any Curses. Cards that change the cost of other cards, such as Highway and Bridge, may affect how many curses you gain.
- Iconoclast: Players may choose to gain a Curse even if the Curse pile is empty. If so, they gain nothing.
- Marsh: Marsh is not an Attack card so cards like Moat cannot be revealed in response to someone gaining it. Likewise, Lighthouse does not protect against a Marsh. Bezoar does protect against a Marsh.
Card Text
Each card is listed with its type line and cost as printed, followed by its text. Costs are shown as coins and potions (a potion symbol with no coin number means the card costs only a potion). Victory Point tokens are shown as "VP".
Kingdom Cards
Bezoar - Action - Duration. Cost: potion. +1 Coin; +1 Card; +1 Action. You may Trash any Curses you gain. Discard Bezoar from play during your clean up phase after you shuffle your discard pile into your deck.
Burial Mound - Action. Cost: 1 coin and a potion. Trash up to 3 cards from your hand. +1 VP for each card trashed in this way. Gain a Curse card placing it on top of your deck.
Charm - Action - Attack. Cost: 2 coins and a potion. All other players must reveal an Action card from their hand (or reveal a hand with no Actions). Play the revealed Actions in any order. Place them on their owners' discard pile during your Clean Up Phase.
Chimera - Action - Attack. Cost: 2 coins and a potion. All other players with 5 or more cards in their hand must discard a card and gain a Curse, putting it in their hand. If any Reaction cards are revealed in response to Chimera, +1 Card; +1 Action.
Distillery - Action. Cost: 2 coins and a potion. +2 Potions; +1 Buy. When you gain this, trash any cards that gave you a potion that you have in play.
Elixir - Treasure. Cost: 2 coins and a potion. When you play this, you may choose it to be worth 2 Coins or a Potion. When you gain this, trash any cards that gave you a potion that you have in play.
Forbidden Village - Action. Cost: potion. +1 Card; +2 Actions; +1 VP. Reveal a Curse from your hand or gain a Curse, putting it in your hand.
Formulate - Action. Cost: 4 coins and a potion. Gain a card. Gain a number of Curses equal to the cost of the card divided by 4, rounded down. Gain a Curse if it has a potion in the cost.
Iconoclast - Action - Attack. Cost: 2 coins and a potion. Reveal a card from your hand. All other players must either discard a card from their hand of equal or greater cost, or gain a Curse. You may then trash your revealed card and gain a card costing up to 2 more than it.
Karma - Action. Cost: potion. +1 Card; +1 Action; +2 VP. Gain a Curse.
Leprechaun Gold - Treasure. Value: 3 Coins. Cost: 1 coin and a potion. Gain a Curse when you gain this card.
Loot - Treasure - Attack. Value: 2 Coins. Cost: 1 coin and a potion. Each other player must discard a Copper or reveal a hand without Copper. If any Reactions are revealed in response to Loot, +1 Coin.
Lucky Coin - Treasure - Reaction. Value: 2 Coins. Cost: 1 coin and a potion. When another player plays an Attack card, you may reveal this from your hand. If you do, you are unaffected by that Attack.
Pact - Action - Duration. Cost: potion. +2 Coins. At the start of each of your turns, you may place a Victory or Curse card under Pact as long as there are fewer cards under Pact than there are total Pacts in play.
Quicksilver - Treasure. Value: 2 Coins. Cost: potion. Each other player may choose to gain a Silver, putting it into his or her hand. While this is in play, if any player has gained a Silver due to Quicksilver this turn, +2 Coins.
Recycle - Action. Cost: potion. Return up to three cards from the Trash. +1 Coin for each card returned in this way.
Reversal - Action - Reaction. Cost: potion. +2 Cards; Discard 2 Cards. You may reveal Reversal from your hand when an action makes you discard cards. If Reversal is one of the cards discarded, you may draw the same number of cards after discarding.
Rota Fortunae - Action. Cost: potion. +1 Action. Reveal the top three cards of your deck. If all three are the same, gain a Gold putting it in your hand. If exactly two are the same, gain a Silver putting it in your hand. Revealed Rota Fortunae cards are wild. Choose one of the revealed cards and place it in your hand. Discard the other two.
Shaman - Action - Reaction. Cost: potion. +1 Action; +1 VP. You may reveal and set aside Shaman when another player plays an Attack card. If you do, +1 VP. Return Shaman to your hand at the start of your turn.
Sorcerer - Action. Cost: 2 coins and a potion. +2 Coins. Name a Card. Reveal cards from your deck until you reveal two of that card. Trash those cards and discard the rest.
Moor - Action - Reaction, Attack - Victory. Cost: 1 coin and a potion. All players gain a Curse. You may reveal Moor when you gain a Curse to Return it. 2 VP. If you have any Curses in your deck, Moor is worth 3 VP.
Marsh - Victory. Cost: 1 coin and a potion. 2 VP. When you buy a Marsh all other players gain a Curse.
Element Cards
Element cards come in four types. Each is a Victory card.
Earth - Victory. Cost: potion. Worth 1 VP for every different Element type in your Deck.
Air - Victory. Cost: potion. Worth 1 VP for every different Element type in your Deck.
Fire - Victory. Cost: potion. Worth 1 VP for every different Element type in your Deck.
Water - Victory. Cost: potion. Worth 1 VP for every different Element type in your Deck.