1.7.2
Extra Turn rewordings
This is a text written by Donald X. about it:
I'm changing 6 of the extra turn cards - but not Seize the Day or Fleet - to just rule out three turns in a row completely. This is apropos of a reprint of Allies, which will also tweak the wording of Elder slightly for clarity. So here are all those texts. These changes can go public whenever; we don't need to tie it to the Allies reprint. Functionally they just lock out three turns in a row from happening, even with multiple kinds of extra-turn things; except, Seize the Day and Fleet aren't changed and could result in a one-time 3rd turn.
Elder: Action - Townsfolk, $5
+$2
You may play an Action card from your hand. When it gives you a choice of abilities (with "choose") this turn, you may choose an extra (different) option.
Outpost: Action - Duration, $5
You only draw 3 cards for your next hand. Take an extra turn after this one (but not a 3rd turn in a row).
Possession: Action, $6P
The player to your left takes an extra turn after this one (but not a 2nd extra turn in a row), in which you can see all cards they can and make all decisions for them. Any cards or D they would gain on that turn, you gain instead; any cards of theirs that are trashed are set aside and put in their discard pile at end of turn.
Mission: Event, $4
Take an extra turn after this one (but not a 3rd turn in a row), during which you can't buy cards. (You can still buy Events.)
Voyage: Action - Duration - Odyssey, $4
+1 Action
Take an extra turn after this one (but not a 3rd turn in a row), during which you can only play 3 cards from your hand.
Island Folk: Ally
At the end of your turn, you may spend 5 Favors to take an extra turn after this one (but not a 3rd turn in a row).
Journey: Event, $4
You don't discard cards from play in Clean-up this turn. Take an extra turn after this one (but not a 3rd turn in a row).
Reworking cleanup
I've rewritten most of the cleanup code, fixing some more or less obscure bugs along the way.
* Alchemist could be topdecked when played with e.g. Way of the Pig.
* Merchant Camp could be topdecked when it wouldn't be discarded
prepare & Prince
Prepare playing a Treasure last could clash with other start-of-turn effects, trying and failing to merge the log lines and actually getting the game stuck as a result.
Extra Turn rewordings
This is a text written by Donald X. about it:
I'm changing 6 of the extra turn cards - but not Seize the Day or Fleet - to just rule out three turns in a row completely. This is apropos of a reprint of Allies, which will also tweak the wording of Elder slightly for clarity. So here are all those texts. These changes can go public whenever; we don't need to tie it to the Allies reprint. Functionally they just lock out three turns in a row from happening, even with multiple kinds of extra-turn things; except, Seize the Day and Fleet aren't changed and could result in a one-time 3rd turn.
Elder: Action - Townsfolk, $5
+$2
You may play an Action card from your hand. When it gives you a choice of abilities (with "choose") this turn, you may choose an extra (different) option.
Outpost: Action - Duration, $5
You only draw 3 cards for your next hand. Take an extra turn after this one (but not a 3rd turn in a row).
Possession: Action, $6P
The player to your left takes an extra turn after this one (but not a 2nd extra turn in a row), in which you can see all cards they can and make all decisions for them. Any cards or D they would gain on that turn, you gain instead; any cards of theirs that are trashed are set aside and put in their discard pile at end of turn.
Mission: Event, $4
Take an extra turn after this one (but not a 3rd turn in a row), during which you can't buy cards. (You can still buy Events.)
Voyage: Action - Duration - Odyssey, $4
+1 Action
Take an extra turn after this one (but not a 3rd turn in a row), during which you can only play 3 cards from your hand.
Island Folk: Ally
At the end of your turn, you may spend 5 Favors to take an extra turn after this one (but not a 3rd turn in a row).
Journey: Event, $4
You don't discard cards from play in Clean-up this turn. Take an extra turn after this one (but not a 3rd turn in a row).
Reworking cleanup
I've rewritten most of the cleanup code, fixing some more or less obscure bugs along the way.
* Alchemist could be topdecked when played with e.g. Way of the Pig.
* Merchant Camp could be topdecked when it wouldn't be discarded
prepare & Prince
Prepare playing a Treasure last could clash with other start-of-turn effects, trying and failing to merge the log lines and actually getting the game stuck as a result.