Choose one: Discard 2 cards; or put a card from your hand on top of your deck; or gain a Copper.|
Choose one: + ; or trash your hand; or gain a Duchy.
Count is an Action card from Dark Ages. It can be played a total of 9 different ways, with 3 possible benefits and 3 possible penalties. It can be played as a trasher, gainer, or as a terminal source of coin. It can be very useful as a soft terminal, either top-decking or discarding other terminals it collides with.
 Official FAQ
- This card gives you two separate choices: first you either discard 2 cards, put a card from your hand on top of your deck, or gain a Copper; after resolving that, you either get + , trash your hand, or gain a Duchy.
- For example, you might choose to discard 2 cards, then gain a Duchy.
- Gained cards come from the Supply and are put into your discard pile.
- You can choose an option even if you cannot do it.
- If you trash multiple cards that do something when trashed at once, trash them all, then choose an order to resolve the things that happen due to them being trashed.
 Other Rules clarifications
 Strategy Article
Original article by shark_bait
Count offers the player 2 different choices from two different sets of 3 options. Through this unique wording, it offers a whopping 9 different ways in which it can be played. Obviously some combinations offer more synergy than others, and some will not be used. But the choices make it a unique card that can function in both an engine style and a big money style of game.
 The Choices
Choose one: Discard 2 cards; put a card from your hand on top of your deck; or gain a Copper.
Choose one: +Duchy.; trash your hand; or gain a
 Trashing and Hand Size
One key thing to keep in mind is that when resolving the different actions, you go from top down. This means that you resolve the first choice and then resolve the second choice. One thing to notice about the first set of choices is that each choice affects your hand-size in a different manner. Think from a perspective of your hand-size before playing Count, your hand-size after resolving the first choice will equal to HS-n where n=1,2, or 3. This has the biggest impact on deciding whether or not to trash your hand. By controlling the size of the hand that you are going to trash, you can selectively trash only the cards that you want to trash. Another thing worth mentioning regarding trashing is the trashing of Copper. It is more beneficial to gain a Copper in your discard pile and trash your entire hand than place a Copper on top of your deck and trash your hand. The net amount of Coppers in your deck stays the same, but the placement of the Copper is better if it is in your discard pile.
 Count as an Engine
So we’ve thought about how Count can be used as a trasher. But more important to consider is when Count should be used as a trasher. You want to use Count's trashing to enable an engine. The benefit of Count being your trashing is that its purpose is two-fold. It can function to streamline your deck into a well-oiled machine and then seamlessly integrate itself into a reliable engine component when its initial purpose is served. The disadvantage of this card is that it costs . What this means is that unless you get a / start, you can not start trashing right away. And one of the biggest rules of engine building is that you want to streamline your deck quickly. Count as your sole trasher suffers from Turn 5 Chapel Syndrome (T5CS). In T5CS, your opening chapel misses a reshuffle allowing only 1 play after the 1st two reshuffles. In a game of equal skill between two opponents with 1 suffering from T5CS, it is almost impossible to come back due to the huge tempo loss. Thankfully, Count has a prescription for this problem and it’s even better than more cowbell! The ability to place a card on top of your deck means you can over-invest in other trashing cards to make up for this loss in tempo. If any of your power cards clash with Count, simply top-deck it and use it next turn. This other power card can also be another Count. Getting 2 Counts after your first reshuffle will have no risk of collision due to the top-decking and will help alleviate T5CS.
Okay, so we’ve used Count to get our decks ready for an engine, but what kind of engine should we try to build? As mentioned earlier, playing Count will always result in a net decrease in hand-size. Therefore it is imperative that good draw be present. For this type of deck, the best type of card is of the form draw up to X like Watchtower or Library. Since these cards require an Action, strong village support is essential. Things like Fishing Village and Hamlet are Tier 1 villages for this type of application due to cheapness and amount of +Action given. Obviously others can be used, but a more expensive village means a harder engine to set up. The nice thing about an engine like this using Count is that Count helps provide part of your economy in the + available for the second choice. This means that once you trash down, you are already halfway there to building back up. Building a viable Count style engine can also be done in such a way that you get rid of your entire hand. In that way, the detriment of either discarding or top-decking can be avoided by not having cards left in your hand. The Duchy gaining ability can also be helpful in situations where you need trash for benefit fodder. Gaining a -cost card is very good if you need cards to give to your Expand/Rebuild/Salvager/Apprentice etc.
In an engine, Count also excels at maintaining stability. You can overbuy engine components and use the top deck ability to ensure that you put useful cards back on top making sure that your next hand does not stall. Toward the end game, having Count also can contribute to getting a slew of Duchies which can help result in a lead.
 Count as Big Money
Now that we have thought about Count as an engine enabler, let’s consider how it functions in BM style games. Count can be quite a force to be reckoned with in this style game as well. One obvious comparison can be made with Mandarin. In fact, Count can function exactly like a Mandarin in its on-play capabilities. So what differentiates Count from Mandarin in a BM game then? The answer in is the choices. With Mandarin, it’s tough to get started because purchasing Mandarin slows your tempo due to the on-buy condition. Count does not have this shortcoming. Additionally, Count allows you to choose what you want to do with your hand. If you have 2 junk cards, simply discard them and nothing is lost. Do you absolutely need every card? Then just gain a Copper. Do you have a card that you wish you had next turn? Put it on top of your deck. Let’s think about the second set of choices. In BM, the trashing option will be largely ignored. But the other 2 options are stellar. Do you need money to get up to Province? Then take the + . So you think you can dance? Well, no one is better at endgame Duchy dancing than the Count. With Count, if you could buy a Province, you will always have the option to double Duchy. Keep in mind that the top-decking ability can help organize your money that you always have exactly the amount you need, no more and no less. In a close BM style game, minimizing variance due to card draw is a fantastic way to increase your odds of winning.
 Count as Alternate VP
Count is also a card that works quite well with a couple different alternate VP style games. Strong synergy exists between Count and Duke. Consider the Horse Traders/Duke combo. Count can in fact act completely like HT when played as a action. But Count also has the ability to straight up gain Duchies/Copper and then buy something else. Those are both great options, especially when you only need a deck to get to . Silk Road/Gardens are two other alternate VP that also scale well with Count. There is obviously a trade-off present due to Counts -cost price tag, and alternate VP strategies like this can often be more rush oriented. As a consequence, you might lose the split 3/5 if your opponent aggressively pursues purchasing of SR/Gardens. However, what you lose in the number of alternate VP cards you make up for in their worth and Duchies. For Gardens, Count will gain you 2 cards each play (Copper/Duchy). This means that your Gardens will most likely be worth more than your opponents, and this bonus, plus the extra Duchies, will swing the game in your favor. With Silk Road, gaining the Duchies will have a similar effect as a Gardens strategy in that the extra points from Duchies, and/or higher value SR, will be enough to circumvent a potential lost SR split.
 Unique Interactions
- With Village/Mystic, you can draw the card which was placed on top of your deck
- With Rebuild, gain Duchies with Count and use Rebuild to make them Provinces
- In Tournament games, top-deck a Province to both block your opponents and facilitate your own Prize gaining.
- With Tunnel, you have 4 chances to have Tunnel in a hand with Count. Not the best activator, but with Count's other great benefits, a Tunnel/Count strategy can make up for a lost Province split by having excess Tunnels and Duchies.
- Gaining a Duchy can be used to great effect in the endgame, or in a Duke game.
Count is a versatile card that can be used in either engine or BM style games. In an engine game, you will need support from both Village and draw, but the benefit is that Count itself functions as money when it has served its trashing purpose. In a BM style game, Count is exceptionally good at lowering variance from shuffle luck and is a powerhouse in controlling the end-game.
- Gardens and Silk Road, possibly? Count can gain 2 cards in one turn, a Duchy and a Copper. But it costs , so might be too hard to get enough Counts soon enough to enable an Alt-VP rush.
- Rebuild. Gain Duchies with Count, and then Rebuild them into Provinces.
 Alternate versions
Digital version for Dominion Online
 In other languages
- Dutch: Graaf
- Finnish: Jaarli (lit. earl)
- French: Comte
- German: Graf
- Japanese: 伯爵 (pron. hakushaku)
- Korean: 백작 (pron. baegjag)
- Russian: Граф (pron. graf)
- Spanish: Conde
 Secret History