https://wiki.dominionstrategy.com/api.php?action=feedcontributions&user=Klikijawa2&feedformat=atomDominionStrategy Wiki - User contributions [en]2024-03-28T23:32:24ZUser contributionsMediaWiki 1.19.2https://wiki.dominionstrategy.com/index.php/OpeningOpening2019-06-12T04:54:15Z<p>Klikijawa2: /* Unusual openings */</p>
<hr />
<div>An [[opening]] consists of the cards purchased in the first two turns. The starting deck of each player consists of 7 {{Card|Copper|Coppers}} and 3 {{Card|Estate|Estates}} or [[Shelter|Shelters]]. Therefore, under ordinary circumstances, if your first hand has 4 Coppers, your second hand will have 3 Coppers, and vice versa. This is called a {{Split|4|3}} or {{Split|3|4}} split, respectively. A {{Split|5|2}} (or {{Split|2|5}}) split means you have a first hand of 5 Coppers and second hand of 2 Coppers (and vice versa). In an ordinary kingdom, players receive {{Split|5|2}} or {{Split|2|5}} splits 16.67% of the time.<br />
<br />
== Openers ==<br />
An '''opener''' is a card that a player buys on his first or second turn. Some cards are better openers than others. [[Trasher|Trashers]] and [[curser|cursers]] tend to be good openers, and opening with a {{Card|Silver}} or a [[terminal Silver]] is also usually a good idea in order to build up buying power early. Some cards, like {{Card|Moneylender}}, {{Card|Coppersmith}}, or {{Card|Baron}}, are usually either bought as an opener or not at all, due to their interactions with cards in the starting deck. Usually, {{Card|Village|Villages}} are poor openers because there are no terminal actions in your deck at first.<br />
<br />
== Unusual openings ==<br />
If {{Card|Baker}}, from [[Guilds]], is in the supply, players begin the game with an extra [[Coin token]], allowing openings of {{Split|6|2}}, {{Split|5|3}}, or {{Split|4|4}} if the Coin token is spent immediately. {{Event|Borrow}} gives a similar effect, by letting you "steal" a card from your next turn for +{{Cost|1}} now. [[Event|Events]] in general, particularly in combination with the cards listed below, can produce many weird and varied openings. {{Debt}}-costing cards also mess with opening strategy.<br />
<br />
Some cards with on-buy or on-gain effects can also alter the usual {{Split|4|3}} or {{Split|5|2}} split when bought on the first turn:<br />
<br />
* {{Card|Noble Brigand}}: When bought by your opponents on their first turn makes you discard the top two cards from your deck, resulting in various possible unusual openings.<br />
* {{Card|Nomad Camp}}: Goes on the top of your deck, which can result in a Nomad Camp/{{Cost|5}} or Nomad Camp/{{Cost|4}} split.<br />
* {{Card|Inn}}: Can be shuffled into your deck and if so will likely be drawn next turn, giving you a {{Split|5|3}} split. <br />
* {{Card|Mandarin}}: Puts the five Coppers you played back on top of your deck, giving you another {{Cost|5}} turn before you [[reshuffle]], turning a {{Split|5|2}} opening into a {{Split|5|5|2}} opening. <br />
* {{Card|Stonemason}}: Allows you to gain two extra cards if you [[overpay]] when you buy it, meaning you can gain more than the usual one card per opening turn.<br />
* {{Card|Doctor}}: Allows you to trash or discard cards from the top of your deck on-buy; so buying it on your first turn with {{Cost|4}} or more can change the makeup of your second turn in various ways depending on what is trashed.<br />
* {{Card|Messenger}}: Gives each player an effective extra {{Cost|4}} to their opening per player that opens with it, with the caveat that they may not get to choose which card they get, and it may miss their reshuffle.<br />
* {{Card|Lost City}}: If another player opens with it, causing you to draw a card, it can completely change your {{Cost}} output on your opening turns.<br />
* {{Card|Villa}}: Lets you pick up an additional {{Cost|1}} or {{Cost|2}} with it, depending on your split.<br />
* {{Card|Forum}}: If you open {{Split|5|2}}, you can pick up a {{Cost|0}} card with Forum.<br />
* {{Card|Guardian}}: If you gain Guardian in your first turn, you can spend an additional {{Cost|1}} in your second turn, which turns a {{Split|2|5}} opening effectively to {{Split|2|6}}.<br />
<br />
With Baker, Lost City, Borrow and Pooka (which comes with the {{Card|Cursed Gold}} Heirloom) in a game, it's possible to field {{Cost|11}} on an opening turn. If you go 3rd or later, the two players ahead of you buy Lost City, you have a Cursed Gold and you buy Borrow, you can get {{Cost|7}} in your hand at the beginning (with Cursed Gold), add {{Cost|2}} by drawing 2 Coppers from the Lost Cities, and you buy Borrow, it is possible to get a Colony on your first turn.<br />
<br />
== Examples of strong openers ==<br />
* Strong [[Curser|cursers]] and [[Junker|junkers]]:<br />
** {{Card|Witch}}<br />
** {{Card|Mountebank}}<br />
** {{Card|Cultist}}<br />
* Pseudo- and real [[Trasher|Trashers]]<br />
** {{Card|Chapel}}<br />
** {{Card|Masquerade}}<br />
** {{Card|Trading Post}}<br />
** {{Card|Remake}}<br />
** {{Card|Amulet}}<br />
** {{Card|Ambassador}}<br />
<br />
== Examples of strong openings ==<br />
<br />
According to [http://CouncilRoom.com CouncilRoom.com], the top 20 openings (pre-[[Dark Ages]]) are as follows:<ref>http://councilroom.com/openings</ref><br />
<br />
# {{Card|Mountebank}} / {{Card|Chapel}}<br />
# {{Card|Tournament}} / {{Card|Ambassador}}<br />
# {{Card|Governor}} / Chapel<br />
# {{Card|Mint}} / {{Card|Fool's Gold}}<br />
# Tournament / Chapel<br />
# {{Card|Witch}} / Chapel<br />
# {{Card|Caravan}} / Ambassador<br />
# Tournament / {{Card|Masquerade}}<br />
# {{Card|Wharf}} / Fool's Gold<br />
# Witch / Fool's Gold<br />
# {{Card|Upgrade}} / Chapel<br />
# {{Card|Vault}} / Chapel<br />
# {{Card|Hunting Party}} / Chapel<br />
# {{Card|Trading Post}} / {{Card|Haven}}<br />
# {{Card|Minion}} / Chapel<br />
# Witch / {{Card|Crossroads}}<br />
# Mountebank / {{Card|Hamlet}}<br />
# {{Card|Laboratory}} / Chapel<br />
# Mountebank / {{Card|Native Village}}<br />
# Mountebank / Haven<br />
<br />
* Only three openings were {{Split|3|4}}.<br />
* Most {{Split|5|2}} openings were Curser/Trasher or Booster/Trasher.<br />
<br />
== References ==<br />
<br />
<references /><br />
<br />
{{Navbox Strategy}}<br />
[[Category:Strategic concepts]]</div>Klikijawa2https://wiki.dominionstrategy.com/index.php/OpeningOpening2019-06-12T04:53:32Z<p>Klikijawa2: /* Unusual openings */</p>
<hr />
<div>An [[opening]] consists of the cards purchased in the first two turns. The starting deck of each player consists of 7 {{Card|Copper|Coppers}} and 3 {{Card|Estate|Estates}} or [[Shelter|Shelters]]. Therefore, under ordinary circumstances, if your first hand has 4 Coppers, your second hand will have 3 Coppers, and vice versa. This is called a {{Split|4|3}} or {{Split|3|4}} split, respectively. A {{Split|5|2}} (or {{Split|2|5}}) split means you have a first hand of 5 Coppers and second hand of 2 Coppers (and vice versa). In an ordinary kingdom, players receive {{Split|5|2}} or {{Split|2|5}} splits 16.67% of the time.<br />
<br />
== Openers ==<br />
An '''opener''' is a card that a player buys on his first or second turn. Some cards are better openers than others. [[Trasher|Trashers]] and [[curser|cursers]] tend to be good openers, and opening with a {{Card|Silver}} or a [[terminal Silver]] is also usually a good idea in order to build up buying power early. Some cards, like {{Card|Moneylender}}, {{Card|Coppersmith}}, or {{Card|Baron}}, are usually either bought as an opener or not at all, due to their interactions with cards in the starting deck. Usually, {{Card|Village|Villages}} are poor openers because there are no terminal actions in your deck at first.<br />
<br />
== Unusual openings ==<br />
If {{Card|Baker}}, from [[Guilds]], is in the supply, players begin the game with an extra [[Coin token]], allowing openings of {{Split|6|2}}, {{Split|5|3}}, or {{Split|4|4}} if the Coin token is spent immediately. {{Event|Borrow}} gives a similar effect, by letting you "steal" a card from your next turn for +{{Cost|1}} now. [[Event|Events]] in general, particularly in combination with the cards listed below, can produce many weird and varied openings. {{Debt}}-costing cards also mess with opening strategy.<br />
<br />
Some cards with on-buy or on-gain effects can also alter the usual {{Split|4|3}} or {{Split|5|2}} split when bought on the first turn:<br />
<br />
* {{Card|Noble Brigand}}: When bought by your opponents on their first turn makes you discard the top two cards from your deck, resulting in various possible unusual openings.<br />
* {{Card|Nomad Camp}}: Goes on the top of your deck, which can result in a Nomad Camp/{{Cost|5}} or Nomad Camp/{{Cost|4}} split.<br />
* {{Card|Inn}}: Can be shuffled into your deck and if so will likely be drawn next turn, giving you a {{Split|5|3}} split. <br />
* {{Card|Mandarin}}: Puts the five Coppers you played back on top of your deck, giving you another {{Cost|5}} turn before you [[reshuffle]], turning a {{Split|5|2}} opening into a {{Split|5|5|2}} opening. <br />
* {{Card|Stonemason}}: Allows you to gain two extra cards if you [[overpay]] when you buy it, meaning you can gain more than the usual one card per opening turn.<br />
* {{Card|Doctor}}: Allows you to trash or discard cards from the top of your deck on-buy; so buying it on your first turn with {{Cost|4}} or more can change the makeup of your second turn in various ways depending on what is trashed.<br />
* {{Card|Messenger}}: Gives each player an effective extra {{Cost|4}} to their opening per player that opens with it, with the caveat that they may not get to choose which card they get, and it may miss their reshuffle.<br />
* {{Card|Lost City}}: If another player opens with it, causing you to draw a card, it can completely change your {{Cost}} output on your opening turns.<br />
* {{Card|Villa}}: Lets you pick up an additional {{Cost|1}} or {{Cost|2}} with it, depending on your split.<br />
* {{Card|Forum}}: If you open {{Split|5|2}}, you can pick up a {{Cost|0}} card with Forum.<br />
* {{Card|Guardian}}: If you gain Guardian in your first turn, you can spend an additional {{Cost|1}} in your second turn, which turns a {{Split|2|5}} opening effectively to {{Split|2|6}}.<br />
<br />
With Baker, Lost City, Borrow and Pooka (which comes with the {{Card|Cursed Gold}} Heirloom) in a game, it's possible to field {{Cost|11}} on an opening turn. If you go 3rd or later, the two players ahead of you buy Lost City, you have a Cursed Gold and you buy Borrow, you can get {{Cost|7}} in your hand at the beginning (with Cursed Gold), add {Cost|2}} by drawing 2 Coppers from the Lost Cities, and you buy Borrow, it is possible to get a Colony on your first turn.<br />
<br />
== Examples of strong openers ==<br />
* Strong [[Curser|cursers]] and [[Junker|junkers]]:<br />
** {{Card|Witch}}<br />
** {{Card|Mountebank}}<br />
** {{Card|Cultist}}<br />
* Pseudo- and real [[Trasher|Trashers]]<br />
** {{Card|Chapel}}<br />
** {{Card|Masquerade}}<br />
** {{Card|Trading Post}}<br />
** {{Card|Remake}}<br />
** {{Card|Amulet}}<br />
** {{Card|Ambassador}}<br />
<br />
== Examples of strong openings ==<br />
<br />
According to [http://CouncilRoom.com CouncilRoom.com], the top 20 openings (pre-[[Dark Ages]]) are as follows:<ref>http://councilroom.com/openings</ref><br />
<br />
# {{Card|Mountebank}} / {{Card|Chapel}}<br />
# {{Card|Tournament}} / {{Card|Ambassador}}<br />
# {{Card|Governor}} / Chapel<br />
# {{Card|Mint}} / {{Card|Fool's Gold}}<br />
# Tournament / Chapel<br />
# {{Card|Witch}} / Chapel<br />
# {{Card|Caravan}} / Ambassador<br />
# Tournament / {{Card|Masquerade}}<br />
# {{Card|Wharf}} / Fool's Gold<br />
# Witch / Fool's Gold<br />
# {{Card|Upgrade}} / Chapel<br />
# {{Card|Vault}} / Chapel<br />
# {{Card|Hunting Party}} / Chapel<br />
# {{Card|Trading Post}} / {{Card|Haven}}<br />
# {{Card|Minion}} / Chapel<br />
# Witch / {{Card|Crossroads}}<br />
# Mountebank / {{Card|Hamlet}}<br />
# {{Card|Laboratory}} / Chapel<br />
# Mountebank / {{Card|Native Village}}<br />
# Mountebank / Haven<br />
<br />
* Only three openings were {{Split|3|4}}.<br />
* Most {{Split|5|2}} openings were Curser/Trasher or Booster/Trasher.<br />
<br />
== References ==<br />
<br />
<references /><br />
<br />
{{Navbox Strategy}}<br />
[[Category:Strategic concepts]]</div>Klikijawa2https://wiki.dominionstrategy.com/index.php/OpeningOpening2019-06-12T04:53:10Z<p>Klikijawa2: /* Unusual openings */</p>
<hr />
<div>An [[opening]] consists of the cards purchased in the first two turns. The starting deck of each player consists of 7 {{Card|Copper|Coppers}} and 3 {{Card|Estate|Estates}} or [[Shelter|Shelters]]. Therefore, under ordinary circumstances, if your first hand has 4 Coppers, your second hand will have 3 Coppers, and vice versa. This is called a {{Split|4|3}} or {{Split|3|4}} split, respectively. A {{Split|5|2}} (or {{Split|2|5}}) split means you have a first hand of 5 Coppers and second hand of 2 Coppers (and vice versa). In an ordinary kingdom, players receive {{Split|5|2}} or {{Split|2|5}} splits 16.67% of the time.<br />
<br />
== Openers ==<br />
An '''opener''' is a card that a player buys on his first or second turn. Some cards are better openers than others. [[Trasher|Trashers]] and [[curser|cursers]] tend to be good openers, and opening with a {{Card|Silver}} or a [[terminal Silver]] is also usually a good idea in order to build up buying power early. Some cards, like {{Card|Moneylender}}, {{Card|Coppersmith}}, or {{Card|Baron}}, are usually either bought as an opener or not at all, due to their interactions with cards in the starting deck. Usually, {{Card|Village|Villages}} are poor openers because there are no terminal actions in your deck at first.<br />
<br />
== Unusual openings ==<br />
If {{Card|Baker}}, from [[Guilds]], is in the supply, players begin the game with an extra [[Coin token]], allowing openings of {{Split|6|2}}, {{Split|5|3}}, or {{Split|4|4}} if the Coin token is spent immediately. {{Event|Borrow}} gives a similar effect, by letting you "steal" a card from your next turn for +{{Cost|1}} now. [[Event|Events]] in general, particularly in combination with the cards listed below, can produce many weird and varied openings. {{Debt}}-costing cards also mess with opening strategy.<br />
<br />
Some cards with on-buy or on-gain effects can also alter the usual {{Split|4|3}} or {{Split|5|2}} split when bought on the first turn:<br />
<br />
* {{Card|Noble Brigand}}: When bought by your opponents on their first turn makes you discard the top two cards from your deck, resulting in various possible unusual openings.<br />
* {{Card|Nomad Camp}}: Goes on the top of your deck, which can result in a Nomad Camp/{{Cost|5}} or Nomad Camp/{{Cost|4}} split.<br />
* {{Card|Inn}}: Can be shuffled into your deck and if so will likely be drawn next turn, giving you a {{Split|5|3}} split. <br />
* {{Card|Mandarin}}: Puts the five Coppers you played back on top of your deck, giving you another {{Cost|5}} turn before you [[reshuffle]], turning a {{Split|5|2}} opening into a {{Split|5|5|2}} opening. <br />
* {{Card|Stonemason}}: Allows you to gain two extra cards if you [[overpay]] when you buy it, meaning you can gain more than the usual one card per opening turn.<br />
* {{Card|Doctor}}: Allows you to trash or discard cards from the top of your deck on-buy; so buying it on your first turn with {{Cost|4}} or more can change the makeup of your second turn in various ways depending on what is trashed.<br />
* {{Card|Messenger}}: Gives each player an effective extra {{Cost|4}} to their opening per player that opens with it, with the caveat that they may not get to choose which card they get, and it may miss their reshuffle.<br />
* {{Card|Lost City}}: If another player opens with it, causing you to draw a card, it can completely change your {{Cost}} output on your opening turns.<br />
* {{Card|Villa}}: Lets you pick up an additional {{Cost|1}} or {{Cost|2}} with it, depending on your split.<br />
* {{Card|Forum}}: If you open {{Split|5|2}}, you can pick up a {{Cost|0}} card with Forum.<br />
* {{Card|Guardian}}: If you gain Guardian in your first turn, you can spend an additional {{Cost|1}} in your second turn, which turns a {{Split|2|5}} opening effectively to {{Split|2|6}}.<br />
<br />
With Baker, Lost City, Borrow and Pooka (which comes with the {{Card|Cursed Gold}} Heirloom) in a game, it's possible to field {{Cost|11}} on an opening turn. If you go 3rd or later, the two players ahead of you buy Lost City, you have a Cursed Gold and you buy Borrow, you can get {{Cost|7}} in your hand at the beginning (with Cursed Gold), add {Cost|2}} by drawing 2 Coppers from the Lost Cities, and you buy Borrow, it is possible to get a province on your first turn.<br />
<br />
== Examples of strong openers ==<br />
* Strong [[Curser|cursers]] and [[Junker|junkers]]:<br />
** {{Card|Witch}}<br />
** {{Card|Mountebank}}<br />
** {{Card|Cultist}}<br />
* Pseudo- and real [[Trasher|Trashers]]<br />
** {{Card|Chapel}}<br />
** {{Card|Masquerade}}<br />
** {{Card|Trading Post}}<br />
** {{Card|Remake}}<br />
** {{Card|Amulet}}<br />
** {{Card|Ambassador}}<br />
<br />
== Examples of strong openings ==<br />
<br />
According to [http://CouncilRoom.com CouncilRoom.com], the top 20 openings (pre-[[Dark Ages]]) are as follows:<ref>http://councilroom.com/openings</ref><br />
<br />
# {{Card|Mountebank}} / {{Card|Chapel}}<br />
# {{Card|Tournament}} / {{Card|Ambassador}}<br />
# {{Card|Governor}} / Chapel<br />
# {{Card|Mint}} / {{Card|Fool's Gold}}<br />
# Tournament / Chapel<br />
# {{Card|Witch}} / Chapel<br />
# {{Card|Caravan}} / Ambassador<br />
# Tournament / {{Card|Masquerade}}<br />
# {{Card|Wharf}} / Fool's Gold<br />
# Witch / Fool's Gold<br />
# {{Card|Upgrade}} / Chapel<br />
# {{Card|Vault}} / Chapel<br />
# {{Card|Hunting Party}} / Chapel<br />
# {{Card|Trading Post}} / {{Card|Haven}}<br />
# {{Card|Minion}} / Chapel<br />
# Witch / {{Card|Crossroads}}<br />
# Mountebank / {{Card|Hamlet}}<br />
# {{Card|Laboratory}} / Chapel<br />
# Mountebank / {{Card|Native Village}}<br />
# Mountebank / Haven<br />
<br />
* Only three openings were {{Split|3|4}}.<br />
* Most {{Split|5|2}} openings were Curser/Trasher or Booster/Trasher.<br />
<br />
== References ==<br />
<br />
<references /><br />
<br />
{{Navbox Strategy}}<br />
[[Category:Strategic concepts]]</div>Klikijawa2https://wiki.dominionstrategy.com/index.php/Silk_RoadSilk Road2019-06-10T20:21:13Z<p>Klikijawa2: </p>
<hr />
<div>{{Infobox Card<br />
|name = Silk Road<br />
|cost = 4<br />
|type1 = Victory<br />
|illustrator = Martin Hoffmann<br />
|text = Worth '''1'''{{VP}} for every 4 Victory cards you have (round down).<br />
}}<br />
'''Silk Road''' is a [[Victory]] card from [[Hinterlands]]. It is worth more depending on how many total Victory cards are in your deck. As such it is especially useful when you are able to buy a lot of green cards without stalling out, but can be potentially useful in just about any game.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* Silk Roads count themselves. <br />
* Round down; if you have 11 Victory cards, Silk Road is worth 2{{VP}}. <br />
* Use 8 copies of Silk Road for games with 2 players, 12 for games with 3 or more players.<br />
<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
''Originally posted by WanderingWinder on the [http://forum.dominionstrategy.com/index.php?topic=1331.msg21549#msg21549 forum]''<br />
<br />
The first card you to compare Silk Road to is {{Card|Gardens}} (okay, {{Card|Vineyard}} might be the first thing that comes to mind, but they play COMPLETELY differently). And Gardens is a pretty good comparison. You can, for the most part, play the same [[rush|rushes]] for Silk Road that you can for Gardens. And the rushes with Silk Road are going to tend to be a little bit stronger than the Gardens versions - it's generally much easier to rush to 12 green cards than 30 cards overall, and easier to get to 16 green cards than 40 cards overall.<br />
<br />
Now there are some cases where Gardens works really well and and Silk Road won't. So Gardens work with cards like {{Card|Talisman}}, {{Card|Goons}}, {{Card|Trader}}, [[curser|cursing attacks]], and {{Card|Ill-Gotten Gains}} especially, in ways that don't really go for Silk Road. Cards like {{Card|Bureaucrat}} and {{Card|Copper}} are good with both, but much better with Gardens. In short, it's the mid-range and long-term strategies where these two cards really diverge.<br />
<br />
Which brings us to the second comparison - {{Card|Duke}}. Duke is a long-term card where you need a lot of other victory cards (in Duke's case, they have to be {{Card|Duchy|Duchies}}) in order to make it powerful. But in a Duke deck, your main Victory points eventually come from the Dukes themselves. The same is true with long-range Silk Road decks. Think about this: 1 Duchy, 8 Silk Road, 8 Estates, plus your three starting estates, that's 20 victory cards. And that's 54 victory points - enough to match against someone who's gotten a duchy and all the provinces. So apart from just rush strategies, using Silk Road as your primary victory strategy in longer games is perfectly viable. Of course, you need a little bit of support for this, but it's definitely doable.<br />
<br />
The biggest support for Silk Road are your dual Victory cards - {{Card|Harem}}, {{Card|Nobles}}, and {{Card|Island}} are huge boons (as is Gardens, actually). {{Card|Great Hall}} and {{Card|Tunnel}} are pretty good, too. With these cards, and I want to stress especially Island, you can very often ignore cards that are outlandish and exorbitant, like {{Card|Province}}, and even {{Card|Gold}}. Here's a game I played where I used an Island/Silk Road rush (just buying them!) to totally overwhelm my [[Big Money]]/{{Card|Masquerade}} opponent: <br />
* 404 Error - Fix Link<br />
http://dominion.isotropic.org/gamelog/201201/01/game-20120101-131237-6c191900.html<br />
<br />
Even with just the basic victory cards, it's possible to use Silk Road to power an alternate strategy, especially since most decks going for Provinces are built for 4 or 5 much more than all 8. But you have to be a bit careful about this; your VP engine has to be put together in the proper order - it's a bit fragile. You're going to probably want your 20 victory cards and at least 7 copies of Silk Road. That leaves you with a dilemma: do you go for the Duchies first, or do you go for Silk Road? The issue is, the Silk Road are more important to get, but the Duchies are harder to get. So you basically want to get the Silk Roads first, then go back for the Duchies - if you can. Either way, you want to have enough of an economy built up beforehand not to stall out hard.<br />
<br />
Here's a game where theory tired to do this against me, but by going too hard for Duchies early, and, more importantly, not building his economy quite enough before taking the plunge, allowed me to get enough of the Silk Roads myself to effectively block him and have a fairly secure path to the victory: <br />
* 404 Error - Fix Link<br />
http://dominion.isotropic.org/gamelog/201112/09/game-20111209-091227-a49d3a4d.html<br />
=== Silk Roads in Non-Rush Strategies ===<br />
Finally, Silk Roads don't necessarily lose their bite in {{Card|Colony}} games quite as much as most other alternate VP strategies do (though they are substantially weaker). It's not super rare that, if you start greening a bit sooner, going a little sooner and stronger for Provinces, maybe only one Colony, and supplement with Silk Roads, that you can have 4 point silk road + 6 point province to fight that 10 point Colony. Now, this is not terribly common, but with the right support, it's something you want to watch out for. Here's a game where I start with a bit of a fiery blitz, then, having spent much of my fuel and with my opponent's deck hitting it's stride while mine whimpered, I switched to Province + Silk Road to close things out:<br />
* 404 Error - Fix Link<br />
http://dominion.isotropic.org/gamelog/201201/02/game-20120102-121441-95cda622.html<br />
<br />
In games where the board favors [[engines]] rather than rush strategies, Silk Road still changes the optimal strategy. Engines with abundant +Buy (such as in the presence of {{Card|Grand Market}}, especially if played with {{Card|King's Court}}) can execute a mega-turn where you buy up a lot of Silk Roads and end the game on piles. This can be a primarily Silk Road strategy that works with a deck that would normally get clogged up with all the victory cards. Even when engaging in a strategy that does not primarily focus on Silk Roads, it is important to factor in Silk Roads into your timing of buying VP, especially as the game approaches its end, as the card alters the total amount of VP available, and, being cheap, the Silk Roads can be snatched up suddenly in quantity by an opponent who has not shown any sign of pursuing a Silk Road strategy.<br />
=== Synergies/Combos ===<br />
* Other [[Victory]] Cards, especially dual types, especially {{Card|Island}}<br />
* {{Card|Farmland}}<br />
* [[Gainer|Gainers]] like {{Card|Workshop}} and {{Card|Ironworks}}<br />
* {{Card|Woodcutter}} variants - particularly {{Card|Bridge}} and {{Card|Horse Traders}}<br />
* {{Card|Baron}}<br />
* {{Card|Hoard}}<br />
* {{Card|Scout}}, {{Card|Crossroads}}, etc.<br />
* Sifters like {{Card|Warehouse}}, and especially {{Card|Oasis}}<br />
=== Antisynergies ===<br />
* Fast [[engine|engines]]<br />
* [[Trashing]]<br />
* Savvy opponents who also have the time to stop to buy a couple cards to block you. {{Card|Bishop}} is a poster child here.<br />
<br />
== Other Strategies ==<br />
<br />
by klikijawa2<br />
<br />
One of the best cards to work with Silk Road is Golem. Golem can skip past all of your Victories to reach actions you need. This is especially good with Silk Road, because you are likely to start one of your turns with 4 Victory cards and one action. If that action is Golem, you can automatically get 2 more. Golem costs a potion, though, so make sure to have a way to get that in. <br />
<br />
One card that pairs perfectly here is Scheme. With Scheme, you can topdeck your Golem every turn to have it again next turn. If all you have is Golem, Scheme, and some other action, you can get those every turn. But one action isn't enough, right? So try Throne Room and Golem. with Throne Room, Golem, 2 Schemes, and 2 other actions, you can always get 2 other actions a turn. Finally, there's King's Court and Golem. King's Court the Golem to find 2 Schemes and 4 other actions. At 4 actions, things are starting to sound really good. Use the Schemes to put the King's Court and Golem back onto your deck, and you'll have them every turn.<br />
<br />
Discarding and Cursing attacks don't really hurt this strategy, but Minion does. With the number of cards you have, it will take forever for you to get your Golem and King's Court back together, and by then you'll have lost them again. Minion leaves your deck in ruins.<br />
<br />
Speaking of ruins, Ruins are the biggest danger to this deck, because even just having 2 ruins can wreck this. the chance of you ever getting the cards you need is so low because Golem picks up the Ruins almost all the time. Be careful.<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|Silk RoadOld|Silk Road}} || {{CardVersionImage|Silk RoadDigitalOld|Silk Road from Goko/Making Fun}} || Worth 1{{VP}} for every 4 Victory cards in your deck (round down). || Hinterlands 1st Edition || October 2011<br />
|-<br />
| {{CardVersionImage|Silk Road|Silk Road}} || {{CardVersionImage|Silk RoadDigital|Silk Road from Shuffle iT}} || Worth '''1'''{{VP}} for every 4 Victory cards you have (round down). || Hinterlands [[Second Edition|2nd Edition]] || December 2016<br />
|}<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!Czech<br />
| Hedvábná stezka || || || ||<br />
|-<br />
!Dutch<br />
| Zijderoute || || || ||<br />
|-<br />
!Finnish<br />
| Silkkitie || || || ||<br />
|-<br />
!French<br />
| Route de la soie || || || ||<br />
|-<br />
!German<br />
| Seidenstrasse || || || Wert 1{{VP}}<br>für je 4 Punktekarten im eigenen<br>Kartensatz (abgerundet). ||<br />
|-<br />
!Italian<br />
| Via della Seta || || || ||<br />
|-<br />
!Japanese<br />
| シルクロード (pron. ''shirukurōdo'') || || || あなたの勝利点カード4枚 (端数切り捨て)につき'''1'''{{VP}}。 ||<br />
|-<br />
!Russian<br />
| Шёлковый Путь (pron. ''shyolkovy put''') || || || ||<br />
|-<br />
!Spanish<br />
| Ruta de la Seda || || || ||<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:Silk_RoadArt.jpg|thumb|right|354px|Official card art.]]<br />
<br />
=== Secret History ===<br />
{{Quote<br />
|Text=In the early days of Hinterlands being its own set, it kind of had a Victory cards sub-theme. It had four Victory cards - they were just a cute vehicle for when-gain abilities. And it had a few things that interacted with Victory cards. So naturally it got the Victory card that counts Victory cards. It never changed.<br />
|Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=909.0 The Secret History of the Hinterlands Cards]<br />
}}<br />
<br />
{{Navbox Hinterlands}}<br />
{{Navbox Cards}}</div>Klikijawa2https://wiki.dominionstrategy.com/index.php/User:Klikijawa2User:Klikijawa22019-05-29T21:32:10Z<p>Klikijawa2: </p>
<hr />
<div>A minor user of the site. Discovered the {{Card|Poor House}}/{{Card|Donate}} combo.</div>Klikijawa2https://wiki.dominionstrategy.com/index.php/Poor_HousePoor House2019-05-29T20:50:26Z<p>Klikijawa2: </p>
<hr />
<div>{{Infobox Card<br />
|name = Poor House<br />
|cost = 1<br />
|type1 = Action<br />
|illustrator = Jessi J<br />
|text = +{{Cost|4}}<br>Reveal your hand. –{{Cost|1}} per Treasure card in your hand.<br>(You can't go below {{Cost|0}}.)<br />
}}<br />
<br />
'''Poor House''' is an [[Action]] card from [[Dark Ages]]. It is the only Kingdom card with a cost of {{Cost|1}} and the only one that can subtract {{Cost|}} from your total. It provides you with {{Cost|4}} minus the number of [[Treasure|Treasures]] in your hand: great when you can get rid of treasures, not so great otherwise! <br />
<br />
Its cost of {{Cost|1}} can have weird consequences: for instance, cards like {{Card|Upgrade}} and {{Card|Remake}} can no longer be used to trash {{Card|Copper}} with impunity if Poor House is in the supply.<br />
<br />
== FAQ ==<br />
=== Official FAQ ===<br />
* First you get +{{Cost|4}}. <br />
* Then you reveal your hand, and lose {{Cost|1}} per Treasure card in it. <br />
* You can lose more than {{Cost|4}} this way, but cannot go below {{Cost|0}}.<br />
<br />
=== Other Rules clarifications ===<br />
== Strategy Article ==<br />
There is no strategy article yet for Poor House. Feel free to add your thoughts!<br />
<br />
In the basic case, Poor House's on-play effect is very similar to {{Card|Secret Chamber|Secret Chamber's}}, even though the card texts are very different. In an ordinary 5-card hand with one action, you will use Secret Chamber to discard your non-Treasure cards and get +{{Cost|1}} for each of them, adding up to the same amount of money you'd get from Poor House: {{Cost|4}} minus the number of Treasure cards in your hand. The circumstances which make Poor House stronger, however, are very different from those that make Secret Chamber stronger. Unlike Secret Chamber, Poor House is weakened in large hands but retains its effectiveness in small hands; in the presence of extra actions, multiple Poor Houses can be played to give you the same bonus, while playing multiple Secret Chambers consecutively is worse than just playing one.<br />
<br />
Poor House has one very obvious use—as a terminal +{{Cost|4}} in a deck where you have trashed all your [[Treasure|Treasures]], or are able to discard them. This makes it a top-notch buy in games with heavy [[trashing]] such as {{Card|Chapel}}. Without treasure in hand, a village and two Poor Houses can buy a {{Card|Province}}, as good as three Golds.<br />
<br />
Poor House's interaction with {{Card|Ambassador}} is complex. If you safely open with two Ambassadors and rid your deck of most {{Card|Copper|Coppers}}, Poor House can restart your buying power quickly. However, this strategy can be mitigated by an opponent who pursues a similar strategy and sends you Copper aggressively.<br />
<br />
Poor House is obviously terrible in [[Big Money]] or in [[engine]] games with weak trashing. <br />
<br />
Poor House has a love/hate relationship with {{Card|Remake}}, {{Card|Upgrade}}, and {{Card|Develop}}: when Poor House is around, these can be amazing to jump-start a money-free poor-house centered deck, or they can be terrible, bloating your deck with the mostly-useless terminal action. (of course, getting actions for free, and a guaranteed 4 every turn can help {{Card|Vineyard|Vineyards}} along) <br />
=== Discarding ===<br />
Discarding and sifters can enable you to buy (and cash in on) Poor Houses earlier than you normally would, or get by without as strong trashing or even without trashing at all. Poor House works especially well with {{Card|Hamlet}}; Hamlet can discard unwanted treasures while providing +Action and +Buy, allowing one to play or buy additional Poor Houses or Hamlets. {{Card|Warehouse}} is slightly less useful, and {{Card|Oasis}} yet weaker, but still helpful. {{Card|Cellar}} does not work quite as well as it discards before drawing, but can be useful for mostly-thinned decks with a few stray Coppers left, or to sift through to find other cards.<br />
<br />
{{Card|Vault}}, {{Card|Secret Chamber}}, {{Card|Storeroom}}, and {{Card|Horse Traders}} can also be used to drop treasure (for benefit) and activate Poor House, but these cards are terminal and require abundant +Actions to be used together with Poor House.<br />
<br />
{{Card|Black Market}} works in a similar fashion, allowing you to get the treasures out of your hand and into play. Of course, playing Black Market first means you can't use the {{Cost|4}} from Poor House to make your Black Market buy, in addition to the terminal consideration.<br />
<br />
<br />
=== Synergies/Combos ===<br />
* {{Card|Plaza}}, discard your treasures for coins and gain actions to play more Poor Houses. <br />
* Heavy trashing, such as {{Card|Chapel}} or {{Card|Steward}}<br />
* {{Card|Upgrade}}, {{Card|Remake}} if {{Card|Hamlet}} is on the board, and there are a good amount of cheap sifters/villages<br />
* {{Card|Ambassador}}, depending on your opponent's strategies<br />
* {{Card|Vineyard}}, sort of, since it's a super-cheap action card to pick up with any spare +Buy<br />
* {{Card|Wandering Minstrel}}, discard your treasures and play multiple Poor Houses in one turn<br />
* Cards allowing voluntary discard, especially {{Card|Hamlet}} but also {{Card|Warehouse}}, {{Card|Oasis}}, or others<br />
* {{Card|Villa}} allows you to play all your coins, buy the Villa, then play at least one of these.<br />
* Disappearing Money like {{Card|Festival}}, {{Card|Pawn}} or {{Card|Candlestick Maker}}<br />
* When in games involving {{Card|Capitalism}}, play at the end of your Buy Phase to be unaffected by Poor House' negative effect.<br />
* If {{Card|Donate}} is in the set, you can use it to get rid of all of your Coppers, making Poor House worth {{Cost|4}} always.<br />
<br />
=== Antisynergies ===<br />
* {{Card|Upgrade}}, {{Card|Remake}} with no sifting/villages<br />
* [[Big Money]]<br />
* Lack of trashing<br />
<br />
== Versions ==<br />
===English versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Print !! Digital !! Text !! Release !! Date <br />
|-<br />
| {{CardVersionImage|Poor HouseOld|Poor House}} || {{CardVersionImage|Poor HouseDigitalOld|Poor House from Goko/Making Fun}} || +{{Cost|4}}. Reveal your hand. -{{Cost|1}} per Treasure card in your hand, to a minimum of {{Cost|0}}. || Dark Ages 1st Edition || August 2012<br />
|-<br />
| {{CardVersionImage|Poor House|Poor House}} || {{CardVersionImage|Poor HouseDigital|Poor House from Shuffle iT}} || +{{Cost|4}}. Reveal your hand. –{{Cost|1}} per Treasure card in your hand. (You can't go below {{Cost|0}}.) || Dark Ages [[Second Edition|2nd Edition]] || September 2017 <br />
|}<br />
===Other language versions===<br />
{| class="wikitable" style="text-align:center;"<br />
! Language !! Name !! Print !! Digital !! Text !! Notes<br />
|-<br />
!Chinese<br />
| 收容所 || || ||展示你的手牌,每一張你手中的錢幣卡會使你-{{Cost|1}},你不會低於{{Cost|0}}。 ||<br />
|-<br />
!Czech<br />
| Chudobinec || {{CardLangVersionImage|Czech}} || || ||<br />
|-<br />
!Dutch<br />
| Armenhuis || || || ||<br />
|-<br />
!Finnish<br />
| Köyhäintalo || || || ||<br />
|-<br />
!French<br />
| Hospice || || || ||<br />
|-<br />
!German<br />
| Armenhaus || || || +{{Cost|4}}<br>Decke deine Handkarten auf.<br>-{{Cost|1}} für jede Geldkarte,<br>auf deiner Hand<br>(niemals jedoch weniger als {{Cost|0}}). ||<br />
|-<br />
!Japanese<br />
| 救貧院 (pron. ''kyūhin-in'') || || || +{{Cost|4}}。 手札を公開する。手札の財宝カード1枚に つき{{Cost|1}}失う(所持{{Cost}}は{{Cost|0}}未満にはならない)。 ||<br />
|-<br />
!Korean<br />
| 빈민구제소 (pron. ''binmingujeso'') || || || ||<br />
|-<br />
!Russian<br />
| Богадельня (pron. ''bogadyel'nya'') || || || ||<br />
|-<br />
!Spanish<br />
| Hospicio || || || ||<br />
|}<br />
<br />
== Trivia ==<br />
[[Image:Poor_HouseArt.jpg|thumb|right|354px|Official card art.]]<br />
<br />
=== Preview ===<br />
{{Quote|Text=Poor House says, build a deck with no money. Also a {{Card|Village}}, no money and a Village. If you can’t trash your money, at least discard it somehow. And it costs {{Cost|1}}. Why even have a card that costs {{Cost|1}} – aren’t you usually going to be paying at least {{Cost|2}} for it? Well sure, but you know. Not always. Anyway it’s cool to have a card that costs {{Cost|1}}, I don’t know what to tell you.<br />
| Name=[[Donald X. Vaccarino]]<br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=3820.0 Dark Ages Preview #1: Graverobber, Poor House, Sage]<br />
}}<br />
=== Secret History ===<br />
{{Quote<br />
|Text=This started in Prosperity. At the time I thought having a few anti-theme cards in a set would be cool. It turns out it's not; it just makes those cards less likely to be played when playing with kingdom cards heavy on whatever expansion. So Poor House moved to Hinterlands, and while it seemed fine there, one day it seemed like, why isn't this in Dark Ages.<br><br />
<br><br />
The original card got you +{{Cost|5}} if you had no treasure in hand. Sir Bailey suggested changing it so that you got varying amounts of money depending on how close you came to no treasures. Then for a long time it cost {{Cost|2}}, but Sir Martin suggested having it cost {{Cost|1}} for flavor reasons. It makes a functional difference in various situations and that's cool too.|Name=[[Donald X. Vaccarino]] <br />
|Source=[http://forum.dominionstrategy.com/index.php?topic=4318.0 The Secret History of the Dark Ages Cards]}}<br />
<br />
{{Navbox Dark Ages}}<br />
{{Navbox Cards}}</div>Klikijawa2https://wiki.dominionstrategy.com/index.php/User:Klikijawa2User:Klikijawa22019-05-29T19:32:47Z<p>Klikijawa2: </p>
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<div>A minor user of the site. Discovered the [[Poor House]]/[[Donate]] combo.</div>Klikijawa2https://wiki.dominionstrategy.com/index.php/User:Klikijawa2User:Klikijawa22019-05-29T17:00:04Z<p>Klikijawa2: Created page with "A minor user of the site."</p>
<hr />
<div>A minor user of the site.</div>Klikijawa2