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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
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.


Fixing a recent bug with Reckless/Tireless on a Duration pile (or mouse-Duration) where Reckless would not return the card to its pile.



adds a new promo card Marchland
updated lookup table for ip address -> country (used when you purchase a sub)



* Added "Cornucopia & Guilds", which is the 2nd Edition of the combinatyion of the two old expansions. If you want to read about the card changes, go here

some minor fixes:
log fix: ratcather & enlarge would get their log lines mixed up
log fix: playing Clerk at start of turn looked weird, now a new line "reacts with Clerk, playing it" is also used for Sheepdog and Trail
poollevels fix: Village Green (10->6), Marchland (3->4), Bridge Troll (6->7), Werewolf (8->9)

Adding the automatch queue and table option for "extra 2nd edition" while removing "extra plunder"
Games using this will force 1 of the new 8 cards into your game, and possibly more show up at random.

visual fixes for the ferryman pile:
* if the Ferryman card is a rotating card, like Old Map, you can now click it to rotate.
* if the Ferryman card generates tokens on the pile, like Farmers Market, those tokens will be visible

* fixing magpie gaining magpie when there was no magpie pile (magpie from black market)
* 3+ player games Rewards pile wasn't stacked in the interface.
* Joust discarding province while Encampment returning to the Supply no longer gets the game stuck
* Coronet no longer allows to play Treasures using a Way
* Black Market now has Footpad and Joust on its banned cards list
* Marchland is back


Joust has it's reveal window where you pick a reward now public, meaning the log will indicate what your opponent takes.
Also right clicking the rewards pile or any Joust card will now show you the remaining contents of the Rewards pile, instead of all possible rewards.
Finally Black Market will now only contain loot cards if the kingdom already puts out loots for some reason


* fixed Infirmary using Way of the Mouse multiple times (used to get you stuck).
* fixed triggering EndOfTurn, EndOfThisTurn, BeginningOfCleanup, DuringCleanup on other players turn.
This fixed a lot of card interactions that could be started by e.g. Caravan Guard reaction, using Way of the Mouse playing Vassal, playing some Action card that did something later during their turn.
* fixed Journey; it used to discard your opponents cards.
* fixed Way of the mouse hand-picking a target card: before the fix that card could also appear in the kingdom



New version is up, that uses a different architecture.
It works fine, but unfortunately it may require you to clear your cache to connect.

How to do that depends on the browser you're using. You could search it on the web, or look here


too many problems with 1.8 for now, I've reverted back to