# List of districts for Fortresses v. 0.0.1 # # You may edit this file to change the aesthetics of the game. However, if you # choose to edit this file, do not change the order or the ID numbers of the # districts as this will confuse the server, and cause the game not to proceed # correctly. You cannot cheat or gain any gameplay advantage in this manner! # If the card's name (field 3) is changed, the filename of the corresponding # image (where applicable) must also be changed to match. # Also note that the type, cost and value of the cards (fields 2, 4 and 5 # respectively) are stored on the server, so must be changed there to match # the client's file (otherwise the server's version will be used). # 1|military|Battlefield|3|3| 2|military|Battlefield|3|3| 3|military|Battlefield|3|3| 4|noble|Castle|4|4| 5|noble|Castle|4|4| 6|noble|Castle|4|4| 7|noble|Castle|4|4| 8|religious|Cathedral|5|5| 9|religious|Cathedral|5|5| 10|religious|Church|2|2| 11|religious|Church|2|2| 12|religious|Church|2|2| 13|trade|Docks|3|3| 14|trade|Docks|3|3| 15|trade|Docks|3|3| 16|special|Dragon Gate|6|8|This district costs <$> gold to build, but is worth points at the end of the game. 17|military|Fortress|4|4| 18|military|Fortress|4|4| 19|special|Graveyard|5|5|When the <8> destroys a district, you may pay 1 gold to take the destroyed district into your hand. You may not do this if you are the <8>. 20|special|Great Wall|6|6|The cost for the <8> to destroy any of your other districts is increased by one gold. 21|trade|Harbor|4|4| 22|trade|Harbor|4|4| 23|trade|Harbor|4|4| 24|special|Haunted City|2|2|For purposes of victory points, the <_> is considered to be of the color of your choice. You cannot use this ability if you built it during the last round of the game. 25|special|Keep|3|3|The <_> cannot be destroyed by the <8>. 26|special|Keep|3|3|The <_> cannot be destroyed by the <8>. 27|special|Laboratory|5|5|Once during your turn, you many discard a district card from your hand and receive one gold from the bank. 28|special|Library|6|6|If you choose to draw cards when you take an action, you keep both of the cards you have drawn. 29|noble|Manor|3|3| 30|noble|Manor|3|3| 31|noble|Manor|3|3| 32|noble|Manor|3|3| 33|noble|Manor|3|3| 34|trade|Market|2|2| 35|trade|Market|2|2| 36|trade|Market|2|2| 37|trade|Market|2|2| 38|religious|Monastery|3|3| 39|religious|Monastery|3|3| 40|religious|Monastery|3|3| 41|special|Observatory|5|5|If you choose to draw cards when you take an action, you draw three cards, keep one of your choice, and put the other two on the bottom of the deck. 42|noble|Palace|5|5| 43|noble|Palace|5|5| 44|noble|Palace|5|5| 45|military|Prison|2|2| 46|military|Prison|2|2| 47|military|Prison|2|2| 48|special|School of Magic|6|6|For purposes of income, the <_> is considered to be the color of your choice. If you are <4> this round, for example, the <_> is considered to be a noble (yellow) district. 49|special|Smithy|5|5|Once during your turn, you may pay two gold to draw three district cards. 50|trade|Tavern|1|1| 51|trade|Tavern|1|1| 52|trade|Tavern|1|1| 53|trade|Tavern|1|1| 54|trade|Tavern|1|1| 55|religious|Temple|1|1| 56|religious|Temple|1|1| 57|religious|Temple|1|1| 58|trade|Town Hall|5|5| 59|trade|Town Hall|5|5| 60|trade|Trading Post|2|2| 61|trade|Trading Post|2|2| 62|trade|Trading Post|2|2| 63|special|University|6|8|This district costs <$> gold to build but is worth points at the end of the game. 64|military|Watchtower|1|1| 65|military|Watchtower|1|1| 66|military|Watchtower|1|1|