Spotlight on Games > Summaries > Tournay

Tournay Red Cards

Level I

Arsenal (Red I - Not Removable) - Cost: 1 - PP: 1

Draw a card from the Red II deck according to the normal rules for drawing cards (i.e. take the top visible card or draw 2 unknown cards keep one and place the other face up on top the deck, etc.)

Ballista (Red I - Not Removable) - Cost: 1 - PP: 1

Choose up to two events in the event queue. Add a coin to each of the chosen events and have all other players affected by negative events. Players may construct Ramparts at this time to protect themselves. If it’s a positive event effect, every player is evaluated normally.

Barracks (Red I - Not Removable) - Cost: 1 - PP: 1

Pay 3 Deniers to the supply. Take one Military citizen from the supply and place it in your Plaza available to use.

Catapult (Red I - Expansion) - Cost: 1 - PP: 1

You place a damage token on an unoccupied building of your choice in all other players districts. If your Catapult is occupied (even by a gray citizen token) when a Town Crier is revealed, you may protect yourself from one of the event cards as if you had built a Rampart. You may still play Ramparts as normal to defend from additional events.

Fort (Red I - 2 Copies: One Removable, One Not Removable) - Cost: 1 - PP: 1

Combat an event in the event queue with with at least one coin on it and add it to your hand. Replace the event card with a new event from the event deck.

Knight (Red I - Expansion) - Cost: 1 - PP: 1

When you activate a second red building in the row or column of this character combat an event in the event queue with with at least one coin on it and add it to your hand. Replace the event card with a new event from the event deck. The second red building does not need to be in the same row or column as the first. activating a 4th or 6th red building in the same row or column of this character will provide the same effect.

Knight (Red I - Not Removable) - Cost: 1 - PP: 1

When you place a prestige building in the row or column of this character combat an event in the event queue with with at least one coin on it and add it to your hand. Also, take all coins on the event into your possession. Replace the event card with a new event from the event deck.

Lawyer (Red I - Removable) - Cost: 1 - PP: 1

When you place a white building or yellow building in the row or column of this character, gain 2 Denier. You must pay for the cost of the building before gaining the benefit of this character.

Road (Red I - Not Removable) - Cost: 1 - PP: 1

Activate a undamaged Red building in an opponent's district that’s not occupied. Doing this does not trigger your characters or your opponent's characters. Abilities activated that evaluate something are evaluated based on your situation.

Seigniory (Red I - Expansion) - Cost: 1 - PP: 1

Choose a color of your choice. All other players pay you 1 Denier for each building of this color they have in their district.

Tax Collector (Red I - Removable) - Cost: 1 - PP: 1

When you activate a yellow building in the row or column of this character, gain 1 Denier.

Level II

Arsenal (Red II - Not Removable) - Cost: 3 - PP: 1

Draw a card from the Red III deck according to the normal rules for drawing cards (i.e. take the top visible card or draw 2 unknown cards keep one and place the other face up on top the deck, etc.)

Ballista (Red II - Not Removable) - Cost: 3 - PP: 2

Choose up to three events in the event queue. Add a coin to each of the chosen events; all other players are affected by negative events. Players may construct Ramparts at this time to protect themselves. If it’s a positive event effect, every player is evaluated normally.

Barracks (Red II - Not Removable) - Cost: 3 - PP: 2

Pay 2 Deniers to the supply. Take one Military citizen from the supply and place it in your Plaza available to use.

Bastion (Red II - Not Removable) - Cost: 3 - PP: 1

Combat an event in the event queue with no coins and add it to your hand. Replace the event card with a new event from the event deck.

Courthouse (Red II - Expansion) - Cost: 3 - PP: 2

The player with the most Deniers (including the activating player) gives 3 Deniers to the activating player. If there is a tie. for the player with the most Deniers, all tied players give 3 Deniers to the activating player. RED CARDS

Fort (Red II - 2 Copies: One Removable, One Not Removable) - Cost: 3 - PP: 1

Combat an event in the event queue with with at least one coin on it and add it to your hand. Also, take all coins on the event into your possession. Replace the event card with a new event from the event deck.

Knight (Red II - Expansion) - Cost: 3 - PP: 2

When you activate a second red building in the row or column of this character combat an event in the event queue with at least one coin on it and add it to your hand. Also, take all coins on the event into your possession. Replace the event card with a new event from the event deck. The second red building does not need to be in the same row or column as the first. activating a 4th or 6th red building in the same row or column of this character will provide the same effect.

Lawyer (Red II - Removable) - Cost: 3 - PP: 2

When you place a white building or yellow building in the row or column of this character, gain 3 Denier. You must pay for the cost of the building before gaining the benefit of this character.

Mercenary (Red II - Expansion) - Cost: 3 - PP: 2

When you use Military citizens for the “Earn Deniers” action you earn 3 Deniers per citizen instead of 2.

Road (Red II - Not Removable) - Cost: 3 - PP: 1

Activate an undamaged Red building in an opponent's district. It doesn’t matter if it’s occupied or not. Doing this does not trigger your characters or your opponent's characters. Abilities activated that evaluate something are evaluated based on your situation.

Tax Collector (Red II - Removable) - Cost: 3 - PP: 2

When you activate a yellow building in the row or column of this character, gain 2 Deniers.

Level III

Pont Des Trous - 1 Copy - Cost: 5 Deniers (many meeples card)

Condition: 1 Civil Citizen + 1 Religious Citizen + 1 Military Citizen
Owner of Building: 3 PP/Condition Met (Max 12 Points)
All Other Players: 1 PP/Condition Met

Porte De La Vigne - 2 Copies - Cost: 2 Deniers + Discarding a card from your hand or your district (many red meeples card)

Condition: 1 Military Citizen
Owner of Building: 2 PP/Condition Met (Max 12 Points)
All Other Players: 1 PP/Condition Met

Tour D’Arras - 2 Copies - Cost: 5 Deniers (many white/yellow buildings card)

Condition: 1 Yellow Building or White Building
Owner of Building: 2 PP/Condition Met (Max 12 Points)
All Other Players: 1 PP/Condition Met

Tour Henry VIII - 2 Copies - Cost: 5 Deniers (many ramparts card)

Condition: 1 Rampart Built
Owner of Building: 2 PP/Condition Met (Max 12 Points)
All Other Players: 1 PP/Condition Met (Max 12 Points)

Tour Saint-Georges - 2 Copies - Cost: Return one of your Military citizens to the supply (many red cards card)

Condition: 1 Red Building or Red Character
Owner of Building: 2 PP/Condition Met (Max 12 Points)
All Other Players: 1 PP/Condition Met
Red Cards
February 27, 2012
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