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Enchantments you take from the faceup row are not replaced
until the end of your turn (see “Ending Your Turn,” pg. 12).
10
EnchantingEnchanting
Enchanting
a Shop
If you decide to Enchant the Shop you visit, follow
these steps in order:
11CAST ENCHANTMENT: Choose an Enchantment
card from the faceup row that matches the
Shop’s icon. Pay its Goods cost to tuck it behind
the Shop and gain the rewards on it.
22(OPTIONAL) FIRE UP ALL DRAGONS: You may use
the abilities of any number of Artisan Dragons at
the Shop.
In order to Enchant the Shop you visit, you must be
able to cast an Enchantment there (there must be
a faceup Enchantment that matches the Shop’s
icon, and you must be able to pay its cost; see “Cast an
Enchantment.)
Cast an Enchantment
To Enchant a Shop, choose 1 Enchantment card from the faceup row that
matches the Shop’s icon (the Enchantment has the same icon in its top left
corner as the Shop does). Then cast the Enchantment by paying the Goods
shown on it, returning them to the appropriate piles.
You may pay Coins in place of any Goods (unless the Enchantment has a
icon). If you spend multiple Coins, you may spend each of them as a different
Good, if desired.
Once you’ve paid the cost, gain the rewards shown at the bottom of the card
(see “Earning Rewards,” pg. 8), then tuck the Enchantment behind the Shop
(so players can easily see that the Shop now produces 1 additional Good).
Enchantment Icon
When a symbol appears in an ability, it means
an Enchantment card or casting an Enchantment.
“Reserve an ” means reserve an Enchantment,
and “After you ” means after you cast an
Enchantment.
11
Oliver visits Hello Nursery and decides to Enchant it. He pays
1 , 1 , and 3 to take a Enchantment from the row
and tuck it behind the Shop. This earns him 4 and a new
Artisan Dragon, which he decides to take from the Park.
EXAMPLE
+4
11
EnchantingEnchanting
Fire Up ALL Dragons
After you Enchant a Shop, you may use the ability of
each Artisan Dragon there, in any order.
If firing up an Artisan Dragon lets you place a new
Dragon at the Shop, you may also fire up that Dragon.
Enchantment Clarifications
DRAGON & COIN SHOPS
Shops with a or icon cannot
be Enchanted, since there are no
Enchantments with those icons.
ENCHANTMENT LIMIT
A Shop can have no more than 3 Enchant-
ments on it. (There are only 3 Enchantments
with each icon in the deck, so most Shops can’t
exceed this limit anyway.)
WILD SHOPS
If a Shop has a icon, any Enchantment can
be cast there. Wild Shops can still only have 3
Enchantments, regardless of icon.
NO COINS
A symbol means you may not spend any
Coins to pay the cost of this Enchantment.
VARIABLE REWARDS
Some Enchantments show a set of Goods that
can be paid multiple times to increase your
reward. For example, if you pay 3 and 3 to
cast the Enchantment to the right, you gain 4 .
Reserving Enchantments
Some abilities allow you to reserve an Enchantment. When you do this, take
an Enchantment of your choice from the row and put it faceup in front of
you. (Remember not to refill the row until the end of your turn.)
When Enchanting a Shop, you may cast your reserved Enchantment instead
of an Enchantment from the faceup row. Other players may not cast your
reserved Enchantment. You are limited to 1 reserved Enchantment at
a time. If you currently have a reserved Enchantment, you can’t reserve
another one.
22
After Enchanting Hello Nursery, Oliver fires up
Twig to gift 1 to James for 2 , then fires
up Loaf to draw a new Artisan Dragon, which he
decides to take from the deck.
EXAMPLE
+4
You can cast a variable Enchantment
by paying only 1 set of the required
Goods, but you will get 0 .
+2
10


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