Dominion Nocturne Rules

Dominion: Nocturne Rules

Official-rulebook flavor excerpt: “You've always been a night person.”

Nocturne adds a new Night phase after the Buy phase, along with Fate cards and Boons, Doom cards and Hexes, Heirlooms that replace starting Coppers, States that sit in front of players, and several special cards outside the Supply.

Night Phase

When Night cards are in the game, the turn order is Action, Buy, Night, Clean-up. During the Night phase you may play any number of Night cards from your hand. Night cards do not use Actions.

Heirlooms

When a selected Kingdom card names an Heirloom, every player replaces one starting Copper with that Heirloom. With several different Heirloom cards in the game, replace one Copper for each. The seven Heirlooms are Cursed Gold, Goat, Haunted Mirror, Lucky Coin, Magic Lamp, Pasture, and Pouch.

Fate Cards and Boons

If any Fate card is in the game, shuffle the 12 Boons into a face-down deck. “Receive a Boon” means reveal the next Boon and follow it. Most are discarded immediately; a Boon that says to keep it until Clean-up stays in front of the recipient until then. If the deck empties, reshuffle the discarded Boons.

Doom Cards, Hexes, and States

If any Doom card is in the game, shuffle the 12 Hexes into a face-down deck. “Receive a Hex” means reveal the next Hex and follow it. When every other player receives “the next Hex,” reveal one Hex and have all affected players resolve that same Hex. Used Hexes go to the Hex discard pile and are reshuffled when needed.

Some Hexes and cards give States. Deluded and Envious alter a turn and then return; Miserable and Twice Miserable affect final scoring; Lost in the Woods stays with one player until another player takes it. States, Boons, and Hexes are not cards in a player's deck and are not gained cards.

Kingdom Card Clarifications

Bard

Receive the card's coin benefit and then receive a Boon. Resolve the Boon fully before continuing.

Blessed Village

Draw a card and receive +2 Actions. When you gain Blessed Village, reveal a Boon and choose either to receive it immediately or leave it in front of you to receive at the start of your next turn. You see which Boon it is before making that choice.

Cemetery

Cemetery is a Victory card. When you gain it, trash up to four cards from your hand. If Cemetery is in the Kingdom, each player replaces one starting Copper with Haunted Mirror.

Changeling

When Changeling is in the Supply, after you gain an eligible card meeting its cost threshold, you may exchange that gained card for a Changeling. The original card must be returnable and a Changeling must be available. Gain-triggered effects from the original card still occur before the exchange. When Changeling itself is played, trash it and gain a copy of a card you have in play if possible.

Cobbler

Cobbler is a Night-Duration card. At the start of your next turn, gain a card within its cost limit directly to your hand, allowing that card to be used immediately if its timing allows.

Conclave

Receive its coin bonus and you may play an Action from your hand that has a different name from every Action you already have in play. If you do, receive +1 Action afterward. Multi-type cards with Action count as Actions for the name check.

Crypt

Choose any number of Treasures you have in play and set them aside face down under Crypt. At the start of each of your next turns, put one of those Treasures into your hand. Crypt remains in play until all of its set-aside Treasures have been returned. You may look at your own set-aside Treasures; other players may not.

Cursed Village

When gained, receive a Hex. When played, receive +2 Actions and draw until you have the number of cards in hand specified by Cursed Village. If you already have at least that many, the draw instruction does nothing.

Den of Sin

Den of Sin is gained directly to your hand instead of your discard pile. When played during the Night phase, it remains in play and draws two cards at the start of your next turn.

Devil's Workshop

Its effect depends on how many cards you have gained so far during the current turn: if none, gain a Gold; if exactly one, gain an eligible low-cost card; if two or more, gain an Imp. Count gains from every phase and source during the turn.

Druid

During setup, reveal three Boons and leave those specific Boons face up near Druid for the entire game. When you play Druid, choose and receive one of those three; it is not taken from the normal Boon deck and remains available for later Druid plays.

Exorcist

Trash a card from your hand. Depending on the trashed card's cost, gain an eligible Spirit—Will-o'-Wisp, Imp, or Ghost—from its special pile. The Spirit piles are outside the Supply.

Faithful Hound

Draw two cards, then discard two. When you discard Faithful Hound other than during Clean-up, you may set it aside; if you do, return it to your hand at the end of the turn. This can protect it from many discard attacks while still allowing the discard to occur.

Fool

If you already have Lost in the Woods, Fool does nothing. Otherwise, take Lost in the Woods—even from another player—and reveal three Boons. Receive those three Boons in an order you choose, deciding the next one after seeing how the previous one resolved. If Fool is in the Kingdom, each player replaces one starting Copper with Lucky Coin.

At the start of the turn of the player holding Lost in the Woods, that player may discard a card to receive a Boon.

Ghost Town

Ghost Town is gained directly to your hand. As a Night-Duration, it gives its card and Action bonuses at the start of your next turn. Because Night follows the Buy phase, a newly bought Ghost Town can normally be played the same turn.

Guardian

Guardian is gained directly to your hand. When played at Night it remains in play, protects you from Attacks until your next turn, and gives its coin benefit at the start of that turn.

Idol

Idol is a Treasure. Its extra effect depends on how many Idols you have in play after playing it: on the applicable count you either receive a Boon or make each other player gain a Curse. Resolve each Idol separately as it is played.

Leprechaun

Gain a Gold. If you have exactly seven cards in play at that moment, gain a Wish; otherwise receive a Hex. Count Leprechaun itself among the cards in play.

Monastery

You may trash cards from your hand and/or Coppers you have in play, up to the number of cards you have gained this turn. Gained cards from any phase count. Trashing Coppers from play does not retroactively remove coins they already produced.

Necromancer

Choose a face-up Action card in the trash other than a Duration and play it, leaving the physical card in the trash. Turn that Action face down for the rest of the turn so another Necromancer cannot use the same copy. At the end of the turn, turn all such cards face up again. The played trash card is not actually moved or trashed again.

Night Watchman

Night Watchman is gained to your hand. Look at the top five cards of your deck, discard any number of them, and return the rest to the top in any order.

Pixie

Draw a card and receive +1 Action, then discard the top Boon. You may trash Pixie to receive that discarded Boon twice. If Pixie is in the Kingdom, replace one starting Copper with Goat.

Pooka

You may trash a Treasure from your hand other than Cursed Gold to draw four cards. If Pooka is in the Kingdom, replace one starting Copper with Cursed Gold.

Raider

At the start of your next turn, Raider gives its coin bonus. When played, each other player who has enough cards in hand discards a card whose name matches a card you have in play, if possible. Reveal your relevant in-play card names as needed so opponents can determine legal discards.

Sacred Grove

Receive its coin and Buy benefits and reveal a Boon. You receive it. Each other player may also receive that same Boon unless it is one of the Boons Sacred Grove excludes from sharing. Other players decide independently.

Secret Cave

Draw a card and receive +1 Action. You may discard three cards; if you do, Secret Cave stays in play and gives a larger coin benefit at the start of your next turn. If Secret Cave is in the Kingdom, replace one starting Copper with Magic Lamp.

Shepherd

Receive +1 Action, then discard any number of Victory cards from your hand and draw two cards for each one discarded. Multi-type Victory cards qualify. If Shepherd is in the Kingdom, replace one starting Copper with Pasture.

Skulk

Skulk attacks by giving each other player a Hex. When you gain a Skulk, gain a Gold as well. The Gold gain still occurs even if the Skulk is later exchanged for a Changeling.

Tormentor

Draw two cards. If you have no other cards in play, gain an Imp; otherwise each other player receives the next Hex. Duration cards left from earlier turns and other types of cards in play can affect whether you qualify for the Imp.

Tracker

Receive its coin benefit and a Boon. For the rest of the turn, whenever you gain a card, you may put that card on top of your deck. If Tracker is in the Kingdom, replace one starting Copper with Pouch.

Tragic Hero

Draw three cards and receive +1 Buy. If you then have eight or more cards in hand, trash Tragic Hero and gain a Treasure. If Tragic Hero cannot be trashed, you still follow the later gain instruction when applicable.

Vampire

Each other player receives the next Hex. Gain a non-Vampire card within Vampire's cost limit, then exchange Vampire for a Bat if a Bat is available. The rest of Vampire's effect still happens even when the Bat pile is empty.

Werewolf

Werewolf is both an Action and Night card. If played during the Action phase, draw three cards. If played during the Night phase, each other player receives the next Hex. The phase in which it is played determines its effect.

Heirloom Clarifications

Cursed Gold: A Treasure that produces its value and also makes you gain a Curse when played. You may simply choose not to play it.

Goat: A Treasure that lets you optionally trash a card from your hand when played.

Haunted Mirror: When trashed, you may discard an Action card from your hand to gain a Ghost.

Lucky Coin: When played, gain a Silver.

Magic Lamp: If, after playing it, you have at least six differently named cards in play of which you have exactly one copy each, trash Magic Lamp; if it was successfully trashed, gain three Wishes.

Pasture: A Treasure-Victory Heirloom whose final score depends on the number of Estates you own.

Pouch: A Treasure that also gives +1 Buy.

Spirit and Other Special Cards

Bat: Trash up to two cards from your hand. If you trash at least one, exchange Bat for a Vampire if possible.

Ghost: Reveal cards until you find an Action, discard the other revealed cards, then set that Action aside. At the start of your next turn, play the set-aside Action twice. If no Action can be found, Ghost eventually resolves without one.

Imp: Draw two cards, then you may play an Action from your hand only if you do not already have a copy of that Action in play.

Will-o'-Wisp: Draw a card and receive +1 Action, then reveal the top card of your deck; if it is cheap enough, put it into your hand.

Wish: Receive +1 Action, return Wish to its pile, and only if it was successfully returned gain a card within its cost limit directly to your hand.

Zombie Apprentice: You may trash an Action from your hand to draw three cards and receive +1 Action.

Zombie Mason: Trash the top card of your deck, then you may gain a card costing up to one coin more than the trashed card. The gain is optional.

Zombie Spy: Draw a card and receive +1 Action, then look at the top card of your deck and choose whether to discard it.

Boons

The Earth's Gift: You may discard a Treasure to gain a low-cost card.

The Field's Gift: Gives an Action and coin for the turn and remains visible until Clean-up.

The Flame's Gift: You may trash a card from your hand.

The Forest's Gift: Gives a Buy and coin for the turn and remains visible until Clean-up.

The Moon's Gift: Lets you select a card from your discard pile and put it on top of your deck.

The Mountain's Gift: Gain a Silver.

The River's Gift: Keep it until Clean-up; it causes you to draw an extra card for your next hand.

The Sea's Gift: Draw one card.

The Sky's Gift: You may discard three cards to gain a Gold.

The Swamp's Gift: Gain a Will-o'-Wisp from its special pile.

The Sun's Gift: Look at the top four cards of your deck, discard any number, and return the rest to the top in any order.

The Wind's Gift: Discard two cards, then draw two cards.

Hexes

Bad Omens: Put your deck into your discard pile, then find up to two Coppers there and put them on top of your deck. If you have fewer than two, reveal enough information to show that.

Delusion: Take the Deluded State if available. It prevents buying Actions during the affected Buy phase and returns at the specified time.

Envy: Take the Envious State if available. It changes how certain Treasures produce money during the affected turn, then returns as instructed.

Famine: Reveal cards from your deck and discard the Action cards among those specified by the Hex, returning the remaining revealed cards as instructed.

Fear: If your hand is large enough, discard an Action or Treasure if possible, following the Hex's type restriction.

Greed: Gain a Copper to the location specified by the Hex, affecting what you are likely to draw next.

Haunting: If your hand is large enough, put a card from your hand on top of your deck.

Locusts: Trash the top card of your deck. If it is a Copper or Estate, gain a Curse; otherwise gain a cheaper card that shares at least one type with the trashed card.

Misery: Take Miserable, or flip it to Twice Miserable if you already have Miserable. These States reduce final score while held.

Plague: Gain a Curse into your hand if possible.

Poverty: Discard down to the hand size specified by the Hex.

War: Reveal cards until you reach a card in War's cost range, trash that card, and discard the other revealed cards.

Accessibility Notes

Announce every Boon and Hex by name as soon as it is revealed, then read or summarize its effect before resolving it. Keep the Boon deck, Hex deck, Boon discard, Hex discard, Spirit piles, Bat/Vampire piles, and Wish pile in fixed labeled positions. When a player receives or loses a State, announce the State and its current effect. If Heirlooms are used, identify each starting replacement aloud during setup. For Crypt, distinguish each face-down Treasure group by player and card. For Druid, announce the three permanent Druid Boons at setup and leave them physically separate from the shuffled Boon deck.

Source

This accessible rules page is based on the current Rio Grande Games Nocturne rulebook and retains additional accessibility guidance for mixed blind and sighted play. Official Rio Grande Games Nocturne rulebook PDF.