|Type(s)||Action - Attack - Duration|
Until your next turn, when any other player buys a card, they put their hand onto their deck in any order.|
At the start of your next turn: +3 Cards
Haunted Woods is an Action-Attack-Duration from Adventures. It slows your opponents' cycling by forcing them to return to their deck, rather than discard, any cards they still have in hand at the end of their turn. Because it only draws cards on your next turn, while it's terminal on the turn it's played, it provides effectively non-terminal draw on your next turn.
 Official FAQ
- Playing this sets up two effects for the future: you will draw 3 cards at the start of your next turn; and until then, other players will put the rest of their hand on their deck whenever they buy a card.
- A player may not have any cards left in hand when buying a card; typically cards left in hand will include Victory cards, Curses, and unplayed Actions.
- A player may intentionally avoid playing Treasures and Actions in order to take advantage of having to put his hand on his deck.
- Players who do not buy any cards can discard their hand normally.
- Buying Events is not buying cards and so does not trigger this.
- If you play Haunted Woods and then take an extra turn immediately, such as with Mission or Outpost (from Seaside), you will draw the 3 cards at the start of that turn and discard Haunted Woods that turn, and other players will never be affected by it.
- If you want to use a Reaction card like Moat against Haunted Woods, you have to use it right when Haunted Woods is played.
 Other rules clarifications
- Gaining cards without buying them first does not trigger Haunted Woods' effect.
- Gaining happens after buying, so when-gain effects (such as Inn's deck-shuffling) occur after you've top-decked your hand.
- When-buy effects happen at the same time as Haunted Woods' effects; the Attacked player chooses in which order to resolve them.
There is no strategy article for Haunted Woods, but the card has been discussed on the forum.
Haunted Woods is a terminal draw card, but it is not a normal terminal draw card like Rabble, to which it looks similar at first glance. Like normal terminal draw cards, it does work fine in both big money and engine set-ups. In engines, however, Haunted Woods is more similar to Wharf or even Tactician, since it improves future turns instead of this one. The order in which you do things is reversed to some extent: first you draw cards from the Haunted Woods from last turn, then you play your Villages. Finally, like always, you play the payload cards, but those payload cards need to include a couple of Haunted Woods as well, to assure yourself that the engine goes off next turn.
If you can manage to play half of your Haunted Woods one turn and the other half the next turn, your engine will be extremely reliable, since your starting hands will be 11 (with 4 Haunted Woods total in your deck) or even 14 cards (with 6 Haunted Woods in your deck). You won't have trouble with dud draws from not finding your villages, and can focus on playing all those villages followed by the payload.
In more Big Money-ish set-ups, unlike other terminal draw, Haunted Woods doesn't mind adding other action cards, including cantrips, to your deck. Something like Rabble or Wharf really only wants Treasure cards in your deck, unless you're going for an actual engine, since you can draw stuff dead. Haunted Woods, on the other hand, never draws anything dead, as it saves any card you would have drawn for next turn. So, even though Wharf is stronger for a pure Big Money deck due to improving the current turn as well as next turn, Haunted Woods is more flexible, and you can freely add stuff like Peddlers to a Haunted Woods-Big Money deck.
In general, Haunted Woods is a powerful card that works in a wide variety of decks. Just don't try to pull off a slog; your hands will be all green and maybe purple, and you won't be able to do anything useful.
 Attack and defense
Haunted Woods' attack is strongest when there are unwanted cards that keep on getting stuck in your opponent's hand. Junking attacks work great for this goal, and lack of Estate trashing is also a big boon. The presence of Haunted Woods disincentivizes greening too quickly; this is especially relevant in Big Money decks, that generally green sooner than engines. The attack, however, can also backfire. It helps resolve your opponents' terminal collision, since unplayed Action cards will just be dropped back on the deck. It also enables your opponent to forego playing all their Treasures, so they can put leftover Silvers or Golds back on their deck if they wish. In general, though, this doesn't mean you should skip Haunted Woods; it is still a very powerful and flexible draw card.
Alternatively, reliably drawing extra cards into your hand can counteract the effects of continually putting your hand on your deck from repeated attacks by Haunted Woods. For example, Hireling or Prince + multiple draw cards that cost or less like Oracle and Warehouse. You could even Prince-away multi-draw cards that cost or more by reducing their cost by first playing Quarry, Highway, Bridge, Bridge Troll, etc.
- Opponents' slogs get absolutely killed
- Junking attacks like Soothsayer or Marauder also improve Haunted Woods' attack
- Cards like Artificer and Vault, that discard for benefit, work well with large handsizes; they can also counter opponents' Haunted Woods' attack
- Opponents can't play their Night cards if they buy anything
- Estate trashing makes the attack ineffective and even backfire sometimes
- Grand Market has a complicated relationship with Haunted Woods. Haunted Woods likes the virtual and +Buy, but Grand Market dislikes putting surplus Coppers back on your deck
- Margrave lets your opponent throw out the victory cards they kept, and get a new card.
- Your Night cards when your opponent plays Haunted Woods.
- Mill provides a good way to discard for benefit and avoid the topdecking.
 English versions
|Until your next turn, when any other player buys a card, he puts his hand on top of his deck in any order. At the start of your next turn: +3 Cards||Adventures 1st Edition||April 2015|
|Until your next turn, when any other player buys a card, they put their hand onto their deck in any order. At the start of your next turn: +3 Cards||Adventures 2nd Edition||August 2017|
 Other language versions
 Secret History