Kingdom Cards
Appraiser: If there are only 3 cards for you to reveal, you'll first reveal the first two as the first pair, then the last card will be the 2nd pair by itself and the 2nd pair's total cost will just be the cost of that card. If you only reveal two or fewer cards, put them all into your hand.
Arcade: For example, if you've gotten +2 Cards, +1 Action, and +$1 so far this turn, you'll get +3 Cards (+Cards, +Actions, and +$).
Crone: First, you turn over your Journey token if you choose to (it starts face up). If you do, regardless of which side it is now on, then each other player gains a Curse. Finally, if it is face up, regardless of whether you turned it over or not, you draw 3 cards.
Foundry: You must trash exactly two cards if you can. If you can only trash one, you may gain a card with that card's cost; if you can't trash any, you may gain a card costing $0.
Galleon: Galleon will be discarded from play whenever the card you set aside with it will be.
Harbor: When playing Harbor, choose whether to take +2 Cards and +1 Buy immediately, or at the start of your next turn. If you choose "immediately," Harbor will be discarded in the same turn's Clean-up; if you choose "next turn," Harbor will be discarded that turn. Harbor lets you play it when you discard it. You can only discard Harbor if something else causes you to or lets you do so. If you play Harbor when it is not your turn and choose to take the +2 Cards and +1 Buy immediately, the +1 Buy will not be useful.
Healer: This is cumulative; for example, if you use Galleon to play a Healer twice, then each time you gain a card that turn you will be allowed to trash up to two cards from your hand. You also resolve each trashing effect separately, including any on-trash effects; for example, if you play two Healers in a turn and then gain a card, you may trash a Cultist (from Dark Ages) and then trash another card after drawing 3 cards.
Journal: Journal can be played in either your Action phase or your Buy phase. It does the same thing regardless of which phase you play it in, but it does not take an Action to play it during your Buy phase; however, if you play it in your Buy phase, you cannot play any further Action cards beyond the one it allows you to play, even if that card gave you +Actions or +Villagers (from Renaissance).
Larder: First turn your Journey token over (it starts face up). Then if it is face up, gain a card costing up to $5. Otherwise, gain a card costing up to $3. It does not matter what turned over the Journey token; you could turn it face down with Crone, then face up with Larder.
Parade: You evaluate whether you had other copies of your next played Action in play before you do any of its effects, but get the +$1 after fully resolving that card's effects. For example, if you start your turn by playing a Parade followed by a Galleon playing a Galleon twice, you get the +$1 since you didn't have other copies of Galleon in play when you put the first Galleon into play, but not until after you fully resolve the chain of Galleons.
Pawnbrokery: You can choose to trash a card from your hand even if you have no cards in hand; you still get +1 Buy, but you don't get any +$. You can also choose to gain a card from the trash even if there are no non-Victory cards in the trash. Cards with Potions or Debt (from Alchemy and Empires, respectively) don't give anything extra for trashing them.
Reconstruct: If the Reconstruct is not in play, then you cannot put it into your hand.
Sepulcher: You can discard multiple Sepulchers to react to a single trashed card; resolve each reaction separately. You may even react with Sepulchers drawn as part of resolving a Sepulcher's reaction.
Tailor: The card you gain goes directly to the top of your deck. Then you either draw a card, which will usually be the card you just gained, or get +1 Action.
Tavern: Playing this during another player's turn and choosing to get the +$ now will not carry those $ over to your next turn; you will discard your Tavern during that player's Clean-up phase and the $ you got will be wasted.
Town Square: If you choose not to discard the card you look at, it goes back onto your deck.
Vagabond: You reveal the top card of your deck after drawing a card; if there are any copies of the revealed card in the trash, you put it into your hand. Otherwise, you leave it on top of your deck.
Arcade: For example, if you've gotten +2 Cards, +1 Action, and +$1 so far this turn, you'll get +3 Cards (+Cards, +Actions, and +$).
Crone: First, you turn over your Journey token if you choose to (it starts face up). If you do, regardless of which side it is now on, then each other player gains a Curse. Finally, if it is face up, regardless of whether you turned it over or not, you draw 3 cards.
Foundry: You must trash exactly two cards if you can. If you can only trash one, you may gain a card with that card's cost; if you can't trash any, you may gain a card costing $0.
Galleon: Galleon will be discarded from play whenever the card you set aside with it will be.
Harbor: When playing Harbor, choose whether to take +2 Cards and +1 Buy immediately, or at the start of your next turn. If you choose "immediately," Harbor will be discarded in the same turn's Clean-up; if you choose "next turn," Harbor will be discarded that turn. Harbor lets you play it when you discard it. You can only discard Harbor if something else causes you to or lets you do so. If you play Harbor when it is not your turn and choose to take the +2 Cards and +1 Buy immediately, the +1 Buy will not be useful.
Healer: This is cumulative; for example, if you use Galleon to play a Healer twice, then each time you gain a card that turn you will be allowed to trash up to two cards from your hand. You also resolve each trashing effect separately, including any on-trash effects; for example, if you play two Healers in a turn and then gain a card, you may trash a Cultist (from Dark Ages) and then trash another card after drawing 3 cards.
Journal: Journal can be played in either your Action phase or your Buy phase. It does the same thing regardless of which phase you play it in, but it does not take an Action to play it during your Buy phase; however, if you play it in your Buy phase, you cannot play any further Action cards beyond the one it allows you to play, even if that card gave you +Actions or +Villagers (from Renaissance).
Larder: First turn your Journey token over (it starts face up). Then if it is face up, gain a card costing up to $5. Otherwise, gain a card costing up to $3. It does not matter what turned over the Journey token; you could turn it face down with Crone, then face up with Larder.
Parade: You evaluate whether you had other copies of your next played Action in play before you do any of its effects, but get the +$1 after fully resolving that card's effects. For example, if you start your turn by playing a Parade followed by a Galleon playing a Galleon twice, you get the +$1 since you didn't have other copies of Galleon in play when you put the first Galleon into play, but not until after you fully resolve the chain of Galleons.
Pawnbrokery: You can choose to trash a card from your hand even if you have no cards in hand; you still get +1 Buy, but you don't get any +$. You can also choose to gain a card from the trash even if there are no non-Victory cards in the trash. Cards with Potions or Debt (from Alchemy and Empires, respectively) don't give anything extra for trashing them.
Reconstruct: If the Reconstruct is not in play, then you cannot put it into your hand.
Sepulcher: You can discard multiple Sepulchers to react to a single trashed card; resolve each reaction separately. You may even react with Sepulchers drawn as part of resolving a Sepulcher's reaction.
Tailor: The card you gain goes directly to the top of your deck. Then you either draw a card, which will usually be the card you just gained, or get +1 Action.
Tavern: Playing this during another player's turn and choosing to get the +$ now will not carry those $ over to your next turn; you will discard your Tavern during that player's Clean-up phase and the $ you got will be wasted.
Town Square: If you choose not to discard the card you look at, it goes back onto your deck.
Vagabond: You reveal the top card of your deck after drawing a card; if there are any copies of the revealed card in the trash, you put it into your hand. Otherwise, you leave it on top of your deck.