When you gain this, gain 2 Coppers.
Cache is a Treasure card from Hinterlands. It is worth , like Gold, but comes with what is typically a drawback - gaining two Coppers. It is most useful when you either don't mind the additional Copper, such as with Duke or Gardens, or you can deal with the Copper, such as with Trader, Spice Merchant, or Watchtower.
 Official FAQ
- If there are not two Coppers left, gain as many as you can.
 Other Rules clarifications
 Strategy Article
Originally posted by Insomniac on the forum
Cache is a card that is often overlooked because of the Copper it comes with, but when is Cache good? There are some obvious good uses, such as with Gardens, but there are other less obvious synergies as well.
 Implications in Big Money
In Big Money you want 1.6 per Card on average in a province game and 2.2 per Card in a Colony game. Cache gives 1.6667 per Card - this makes it acceptable in Province games but rather poor in a Colony game. However, even in a Province game, you're still going to want Gold to counteract those green cards you buy.
 Implications in an Engine
In an engine, Cache is usually terrible; it adds 3 cards to your deck and only one of them is useful, and Copper is normally terrible. There are exceptions, but they are often things like Counting House, which conflict in cost with Cache and are generally sub par.
If, for whatever reason, you have no trouble drawing your whole deck but don't have enough money in it, Cache adds Treasure to your deck in one purchase. It's not bad, but are you really going to keep consistently drawing your whole deck despite those three cards for the rest of the game?worth of
- Cursers: In a game with Cursers, Cache will really shine. In such a game it is often extremely hard to reach and you might have to gear up for a Duchy buyout. In these games, Cache will add value to your deck and possibly allow for a Province buy or two as well as some Gold potential. These are the games when the Copper actually helps as well since for a Duchy you only need an average of per Card to buy a Duchy. And the 3 cards is going to dilute how often you see the Curses.
- Discarders: In games where you're discarding cards, whether or not Cache is usefull will depend on the frequency of those discard attacks. If they are common, then Cache is going to add some value to your hands while providing fodder for discard. In these games you might want a few Caches, but depending on the length of the game you probably don't want more than 2. In games where you aren't discarding all the time you want to ignore Cache and just go for Gold.
 The Elusive -Costs
In games where there is a conflictingcard that you want is where there is going to be a bit more of a decision regarding cache.
- Duke/Duchy: In Duke games you want a money value of /card. When you have to spend, you have 2 targets already Duchy and Duke - so when do you have time to buy Cache? If the board has extra buys then Cache is more ignorable, since your extra buys can nab Coppers for you anyway. The times you're going to want Cache in Duke games are when you don't have extra buys. In games where you don't have extra buys, you can green out your deck more and then buy a Cache. In order to do this you're going to need to have one of two things happen - either your opponent needs to be on a Province strategy, so that you have more time to buy Duchies and Dukes, or you have to be explicitly ahead on Duchies/Dukes. You want to be in a position where if your opponent buys a Duchy/Duke next turn, you're STILL ahead; you have to have at least 2 more of whichever Victory card you're currently buying, depending on which part of the game you're in. As a final note, if you probably won't reshuffle before the game ends, you want the best green card you can buy and not Cache.
- Counting House: Counting House returns all coppers to your hand and Cache adds coppers to your deck - so this is actually a good thing, right? In truth, it depends. Counting House conflicts with Cache as a -cost, so that's not so good. Often, you don't want too many Counting Houses, so Cache isn't actually replacing your Counting House buy. The other scenario in which you want Cache is when you can gain a Cache during your Action phase and play a Counting House afterwards, adding 2 to your hand value. The scenarios where this can happen are fairly rare - you're going to need a gainer, possibly a cost reducer and some card draw. It's probably too complicated to go after in most games when you could just gain the Copper directly.
- Hunting Party: Hunting Party stacks in Colony games have Platinum/Gold/Silver/Copper as their unique cards, which gets you to 11 and a Colony. In Province games, you need either a terminal Silver or an additional money card. In the presence of Cache, Hunting Party can either skip the Gold and green earlier or skip the terminal silver (as you'll have 9). Since Hunting Party ignores duplicates, the extra Coppers don't hurt as much as in other decks. You still probably only want 1 Cache here, and you probably want it after you've purchased a Hunting Party or two.
 Other scenarios
- Apothecary: Apothecary goes really well with Cache because Apothecary loves Copper. Even without additional buys, you're grabbing a Gold and 2 Coppers which further enable your Apothecary's "grab all Potions and Coppers ability". Additional -cost cards further sweeten the deal.
- Trader: In games with Trader, when you buy a Cache, you can turn the Coppers into Silvers (assuming a hand with and Trader). This brings the average card value up from 1.6667 to a whopping 2.3333 . This makes Cache playable in Colony games and a powerhouse in Province games.
- Sifters (Warehouse/Cellar/etc.): In games where you have sifters like Warehouse or Cellar, Cache's downside is mitigated by the fact that you can sift past your Coppers and find higher value money cards, like the Caches and Golds, in your deck. It is important to remember that sifters do cost you a card in hand, so you want to buy Golds and probably a few Silvers.
- Watchtower: Watchtower has a benefit similar to Trader. If you buy Cache with a Watchtower in hand you can trash those Coppers making the Cache a Gold at the pricepoint. On top of that, the Watchtower can topdeck the Cache, increasing the benefit of your next turn, allowing you to buy more Caches or an early acceleration into Province buying.
- Noble Brigand: Unlike Thief, Noble Brigand only hits specific types of money, and Cache and Copper are safe. The added Copper makes your deck more resilient to the "gain a Copper" attack portion of Noble Brigand, and Cache can't be stolen by Noble Brigand unlike Silver and Gold.
- Spice Merchant/Moneylender: Spice Merchant is a Lab or Woodcutter. The catch is you have to trash a treasure from your hand. With Cache on board this is a good thing because you can trash the Coppers that Cache gives you. This keeps Spice Merchant active longer into the game than normal.
- Big Money Province Games
- Gardens (And other times you want a large deck) (Philosopher's Stone)
- Other Alternate VP Strategies (Green a little harder and quickly get your money back up)
- Certain Counting House Boards
- Attacks - Depends on the board, better in curse slogs
- Watchtower can trash coppers on gain.
 Alternate versions
Digital version for Dominion Online
 In other languages
- Czech: Úkryt
- Dutch: Bewaarplaats
- Finnish: Piilo (lit. hideout)
- French: Cache
- German: Schatztruhe
- Italian: Forziere (lit. coffer)
- Japanese: 埋蔵金 (pron. maizō-kin, lit. buried treasure)
- Polish: Skrytka (note: as referred to in Polish Empires rulebook)
- Russian: Схрон (pron. skhron)
- Spanish: Hallazgo
 Secret History