New technologies are coming along. Winning strategies are being developed, modern roads are being built, fearsome steeds are being tamed, and specialized agents are being trained. All around you the world is moving into the future and the way things work is changing forever. Technology provides control. Hopefully you know what to do with it.
+ This is a custom expansion of 24 Kingdom cards for Dominion.
+ It introduces a new type of Action card, Action - Persistent cards.
+ Preparation suggestions: completely random works fairly well, although some Persistent cards are of limited usefulness unless other types of cards are in the game. If you are interested in trying this expansion, I suggest mixing 2-3 Persistents with 7-8 regular Actions, possibly picking the other Actions first and then choosing the Persistents to complement them (to make sure things are interesting).
+ They introduce the Technology mat mechanic, as described on each card. Eventually the details of the mechanic may get taken off the cards (since similar cards like Durations don't have their explanation on every one), but for now I prefer that they make as much sense as possible on their own.
+ They are played as normal Actions, but then remain on your Technology mat, where they are still considered in play, like Duration cards.
+ You can have multiple copies of a Persistent on your mat in order to use their effects more often.
+ They provide finer deck control, giving you permanent abilities for tweaking how your turn plays out. Note that Secret Tunnels is only useful if there are Attack cards in the game.
Individual card info:
Armory: the first time during your turn that you buy or gain a card, place that card under Armory. All cards in the Supply now cost 1 coin less (but not less than zero). If you buy or gain a second card (and have a second copy or Armory) place it under the second copy, and afterward all cards in the supply cost 2 less, etc. With X copies you may also discard up to X cards from your hand to get +X Buys at any time during your turn.
Auction house: since Auctioned cards still count as part of the Supply, they are still available to buy for all players (including you). If the last card of a Supply pile is Auctioned, that pile does not count as empty. If the game ends all Auctioned cards still count as part of the Supply and not part of those players' decks.
Catapult: can't be blocked since it is not an Attack. With X copies can discard X non-Victory cards to force other players to discard X cards from their hands (per turn).
Court Magicians: can discard Coppers and Curses. If used with Bridge or Auction House may be able to discard other cards. With X copies you can use the effect X times throughout your turn.
Crop Growing: must use the effect before doing anything on your turn. If other start-of-turn effects also occur (like Duration cards), you decide what order the effects occur in. With X copies you can draw 2X cards and discard X cards, and all other players draw X cards (per turn). You may use one Crop Growing effect, then make the decision of whether to use the next one.
Crusaders: with X copies you may trash X cards on your turn. You may use the attack effect of all copies of Crusaders if you trashed a card this turn (it does not have to be trashed by one of your Crusaders). After trashing a card, for each copy of Crusaders you have, have each other players reveal the top card of his deck and either replace it (if it is a Treasure or a Curse) or discard it. If the revealed card was a Treasure, after replacing it that player gains a Curse and places it on top of his deck.
Dark Arts: at any point you may take any number of Curses from under any of your Dark Arts and place them into your hand. With X copies you can draw X cards and take X curses (per turn).
Diamond Mine: with X copies you gain +X money each turn.
Espionage: if you look at other players' decks, you do not show them the cards. With X copies you may use the effect X times throughout your turn.
Fairy Spies: you can treat an Action card in your hand as if it were a copy of an Action card the player to your right played on their last turn. With X copies you can use the effect X times during your turn.
Falconry: with X copies can use the effect X times per turn (as long as you have 3X cards to discard).
Forest Patrols: can only pick up cards from beneath each Forest Patrols once on your turn; you may afterward put a new card underneath the empty Forest Patrols. Can use in response to an Attack (so that you have fewer cards in your hand to discard).
Horse Training: any card that enters your discard pile during your turn (by discarding, gaining or buying the card, or discarding from your hand or from play during Cleanup) is eligible. With X copies you can trash X cards on your turn. If a Supply pile is empty you may still trash that card, but you cannot gain another copy.
Hunting Hounds: may use the effect during the course of other Action cards; for example, with 2 copies of Hunting Hounds, if you play a Labratory to draw 2 cards, then before the first card you may look at it and decide if you want to discard it, and then again before the second card you may look at it and choose. With X copies you may use the effect X times throughout your turn.
Infiltrator: the only regular Action in the expansion. Can use it to force players to discard their Duration and Persistent cards from play, or can force them to discard 2 non-Copper cards from their hand and replace them with 2 Coppers from the Supply. If a player has 1 or 0 non-Copper cards in their hand, they discard 1 or 0 cards and still gain 2 Coppers.
Irrigation: when you use the effect you may discard as many cards as you want, including none or all of them. If after discarding you still have 3 or more cards in your hand, you do not draw any cards. With X copies you may use the effect X times throughout your turn.
Messenger Birds: with X copies you may shuffle X cards into your deck during your turn.
Mill: with X copies can use the effect X times throughout your turn.
Road Building: with X copies you can use the effect X times throughout your turn.
Secret Tunnels: each time another player plays an Attack card, you may negate its effect on you by placing a Victory card under one of your copies of Secret Tunnels that does not already have a card beneath it, and then drawing 1 card. If you do not have any Victory cards in your hand or all your Secret Tunnels have cards under them, you cannot use this effect.
Shipyard: cards placed on your Shipyard mat remain there until you have accumulated 4 cards on the mat. Then you immediately discard 4 cards from the mat and gain the effect. Cards still on the mat at the end of the game are returned to your deck. With X copies you can add up to X cards to the Shipyard mat every turn.
Summoning: you may discard X+1 cards from your hand to gain a card costing X. With X copies you may use this effect X times throughout your turn.
Supply Line: you cannot use the effect if you have no Actions remaining (example: if you start your turn and immediately play Supply Line, you cannot then use it because you are out of Actions). With X copies you can discard X cards to get +X Actions throughout your turn.
Trade District: Treasure cards placed under Trade District no longer count as being in your hand, but are available during your Buy phase. Action cards placed under Trade District are treated as Silvers during your buy phase. With X copies you can store X Treasure or Action cards during your turn.