Life has been good. You started out with modest holdings but with careful planning, loyal subjects and a growing military you've managed to expand into a thriving kingdom. Your coffers are full, you live in an opulent castle surrounded by loved ones, and your clothes are starting to fill out a little more. But lately there have been disturbing reports coming out of the mountains on the edge of your kingdom. Reports of monsters, demons and witches stalking the living. You and your councils laughed off the stories at first, but when the agent you had sent to investigate these matters returned strapped to his horse and missing his head, the fear began to spread. Not one to take these matters lightly, you gave a grand announcement to your peasants that you, and a hundred of your best trained soldiers, would brave the dark stories and get to the truth of this matter. With a sweaty palm and a tight chest, you wave good bye to your subjects. Swallowing deeply, you wonder why being surrounded by all these warrior doesn't make you feel any safer.
- Ages are Duration cards that do not ever get cleanup up. They provide a bonus every turn from the rest of the game. Considering only allowing each player to buy each one once.
- Day and Night are Action - Duration - Victory cards that affect the other cards in the supply
- It focuses more on interaction with each other than a normal Dominion game tends to.
Day Action - Duration - Victory+1 Action
Trash this card: +1 Card or +1 Action
1 Victory Point
Night Action - Duration - Victory+1 Action
Trash this card: +1 Gold or +1 Buy
1 Victory point
Age of Enlightenment Action - Duration - Victory - AgeAt the start of your turn: +1 Buy
3 Victory Points
Age of Philosophy Action - Duration - Victory - AgeAt the start of your turn: +1 Card
3 Victory Points
Age of Warfare Action - Duration - Victory - AgeAt the start of your turn: +1 Action
3 Victory Points
Age of Industry Action - Duration - Victory - AgeAt the start of your turn: +1 Gold
3 Victory points
Angel Action+3 Gold
+1 Action
If a Day is in play: +1 Card, +1 Action
If a Night is in play: Gain a Curse
Angry Mob Action - Reaction+2 Actions
During an opponent's clean up phase, you may discard Angry Mob from your hand: +X Cards where X is the number of actions that opponent is discarding.
Black Cat Action - Attack+1 Card
+1 Action
Each opponent discards a card at random.
Body Parts Treasure+2 Gold
You may only play one Body Parts a turn.
Buried Alive Action - AttackEach player trashes a card from their hand.
If a player trashed an Action, +3 Actions
If a player trashed a Treasure, +3 Gold
If a player trashed a Victory, +3 Cards
If a player trashes a Curse, pick one of the above.
Demonic Pact Action+1 Action
+2 Gold
+1 Buy
Trash a Victory card from your hand: +X Cards where X is the trashed cards cost.
Doppleganger Action+1 Card
+1 Action
Reveal the top card of your deck. Doppleganger is a copy of that card.
Exorcism Action - Attack+1 Card
+1 Action
Each other player discards an attack card or reveals a hand with no attack cards.
Frankenstein ActionIf you have an Action in your discard pile, +1 Card, +1 Action
If you have a Treasure in your discard pile, +1 Gold, +1 Buy
If you have a Victory card in your discard pile, +1 Victory
Ghost Action - AttackWhen you buy a Ghost, target player gains it. When a player draws a Ghost, they must reveal it and discard 2 cards.
Gravedigger Action+1 Card
+1 Action
Trash a card from a players discard pile with a cost up to 3.
Graveyard Action - DurationIf a player discard any time other than their clean-up phase, draw a card. You can't draw more than one card a turn this way.
Haunted Castle Action - Duration - Victory+1 Card
+1 Action
If a player plays an Attack they gain a Curse.
2 Victory Points
Igor Action+2 Gold
+1 Buy
Pick a Player. Gain a copy of an Action in their discard pile from the supply.
Inquisitor Action+3 Actions
Name a card type. Reveal cards from your deck until you reveal a card of the named type. You may put the card in your hand or trash it. Put the revealed cards into your discard pile.
Mad Genius Action+2 Cards
+1 Action
Pick a Player. That player puts their deck into their discard pile.
Medium Action+1 Action
Name a card. Each player may search their deck for a card with that name and put it into their hand.
Monster Slayer Action - Duration+2 Cards
Actions cost opponents 1 Gold more.
Mummer Action - Duration+2 Gold
Name an action. Actions with that name can't be played.
Raid Action+1 Action
+1 Gold
Put a Duration card into its players discard pile.
Raving Madman ActionThe player to your left chooses two: +2 Cards, +2 Actions, +2 Gold or +2 Victory points. The choices must be different.
Ritual Sacrifice ActionTrash this card: +4 Cards, +3 Actions, +2 Gold.
Seance Action+1 Action
Each player returns an action card from their discard pile to their hands.
The Evil Eye Action - AttackEach other player discards a card and gains a curse.
If you have a Curse in your hand, you may give it to another player.
Vampire Action+1 Action
+1 Card
+1 Card for each Night in play.
Vampire can't be played if there are more Days than Nights in play.
Werewolf Action+2 Actions
If there is a Day in play: +1 Card
If there is a Night in play: +1 Gold
Witch Hunt ActionEach player reveals their hands.
+X Cards, +X Actions and +X Gold for each Curse revealed in this way.
Zombie Horde Action+3 Cards
-1 Buy