Hybrid Cards

Coin of the Realm
: 2

When you play this, put it on your Tavern mat.
Directly after resolving an Action, you may call this, for +2 Actions.

Treasure
Reserve
Caravan Guard
: 3

At the start of your next turn, +1 Treasure.
When another player plays an Attack card,
you may play this from your hand.
(+1 Action has no effect if it's not your turn.)

Action
Duration
Reaction
Tunnel
: 3

When you discard this other than during a Clean-up phase, you may reveal it. If you do, gain a gold.

Reaction
Victory
Young Witch
: 4

Discard 2 cards. Each other player may reveal a Bane card from his hand. If he doesn't, he gains a Curse.
Setup: Add an extra Kingdom card pile costing 2 Treasure or 3 Treasure to the Supply. Cards from that pile are Bane cards.

Action
Attack
Harem
: 6
Treasure
Victory
Fool's Gold
: 2

If this is the first time you played a Fool's Gold this turn, this is worth 1 Treasure, otherwise it's worth 4 Treasure.
When another player gains a Province, you may trash this from your hand. If you do, gain a Gold, putting it on your deck.

Reaction
Treasure
Great Hall
: 3
Action
Victory
Island
: 4

Set aside this and another card from your hand. Return them to your deck at the end of the game.

Action
Victory
Distant Lands
: 5

Put this on your Tavern mat.
Worth 4 Victory Points if on your Tavern mat at the end of the game (otherwise worth 0 Victory Points).

Action
Reserve
Victory
Nobles
: 6

Choose one: +3 Cards; or +2 Actions.

Action
Victory
This game was custom designed
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