public override void Play(Player player)
		{
			base.Play(player);
			// We're looking for 2 non-Golem Action cards
			player.BeginDrawing();
			while (player.Revealed[Category.Action].Count(c => c.CardType != Cards.Alchemy.TypeClass.Golem) < 2 && player.CanDraw)
				player.Draw(DeckLocation.Revealed);

			player.EndDrawing();

			player.Revealed.BeginChanges();
			CardCollection actions = player.Revealed[c => (c.Category & Category.Action) == Category.Action && c.CardType != Cards.Alchemy.TypeClass.Golem];
			player.DiscardRevealed(c => !actions.Contains(c));
			player.Revealed.EndChanges();

			CardCollection cardsToPlay = player.RetrieveCardsFrom(DeckLocation.Revealed);
			Choice choice = new Choice("Which card would you like to play first?", this, actions, player);
			ChoiceResult result = player.MakeChoice(choice);
			if (result.Cards.Count > 0)
			{
				actions.Remove(result.Cards[0]);

				// Play the first (selected) one
				player.AddCardInto(DeckLocation.Private, result.Cards[0]);
				player.Actions++;
				player.PlayCardInternal(result.Cards[0], "first");
			}
			else
				player.PlayNothing("first");

			if (actions.Count > 0)
			{
				// Play the other one
				player.AddCardInto(DeckLocation.Private, actions[0]);
				player.Actions++;
				player.PlayCardInternal(actions[0], "second");
			}
			else
				player.PlayNothing("second");
		}
		public override void Play(Player player)
		{
			base.Play(player);

			Choice choice = new Choice(String.Format("You may play a Treasure card twice", player), this, player.Hand[Cards.Category.Treasure], player, false, 0, 1);
			ChoiceResult result = player.MakeChoice(choice);

			if (result.Cards.Count > 0)
			{
				Card card = result.Cards[0];
				player.PlayCardInternal(card);
				player.PlayCardInternal(card, " again");

				if (player.InPlay.Contains(card))
					player.Trash(player.RetrieveCardFrom(DeckLocation.InPlay, card));
			}
			else
				player.PlayNothing();
		}
		public override void Play(Player player)
		{
			base.Play(player);

			// Perform attack on every player
			IEnumerator<Player> enumerator = player._Game.GetPlayersStartingWithEnumerator(player);
			enumerator.MoveNext();
			while (enumerator.MoveNext())
			{
				Player attackee = enumerator.Current;
				// Skip if the attack is blocked (Moat, Lighthouse, etc.)
				if (this.IsAttackBlocked[attackee])
					continue;

				attackee.Gain(player._Game.Table[TypeClass.RuinsSupply]);
			}

			if (player.Hand[TypeClass.Cultist].Count > 0)
			{
				Choice choicePlayer = Choice.CreateYesNoChoice("Do you want to play a Cultist from your hand?", this, player);
				ChoiceResult resultPlayer = player.MakeChoice(choicePlayer);
				if (resultPlayer.Options[0] == "Yes")
				{
					player.Actions++;
					player.PlayCardInternal(player.Hand[TypeClass.Cultist][0]);
				}
			}
		}
		public override void Play(Player player)
		{
			base.Play(player);
			player.BeginDrawing();
			while (player.Revealed[Category.Treasure].Count < 1 && player.CanDraw)
				player.Draw(DeckLocation.Revealed);

			player.EndDrawing();

			CardCollection cards = player.Revealed[Cards.Category.Treasure];
			player.DiscardRevealed(c => !cards.Contains(c));

			if (cards.Count > 0)
				player.PlayCardInternal(cards[0]);
		}