When you trash this, gain a Duchy or 3 Estates.
Hunting Grounds is an Action card from Dark Ages. At +4 Cards without any drawback, it's the most powerful terminal draw card around—with a price to match! It can set up super-powerful engines, if you can get enough of them early enough!
 Official FAQ
- When you play this, draw four cards.
- If this is trashed, you either gain a Duchy or three Estates, your choice.
- If you choose the three Estates and there are not three left, just gain as many as you can.
 Other Rules clarifications
- If you trash Hunting Grounds and the Duchy pile is empty, you can still choose Duchy (and gain nothing).
 Short Strategy Article
Original article by -Stef-
Hunting Grounds' sheer drawing power makes it an excellent card for engines, and more specifically the kind of engines where you draw your entire deck every turn. If you think Hunting Grounds is only 4/3 better than a Smithy, you're not taking into account the Village you need to play them. For example, in order to support 6 more payload cards, you'd need 3 times Village+Smithy, but only 2 times Village+Hunting Grounds, so that's 1.5 times better. If we replace the Village with a Festival the Hunting Grounds is actually twice as good as Smithy.
There are many exceptions but you could start with these rules of thumb:
- Festival + Moat → You'll never draw your deck.
- Village + Moat / Festival + Smithy → Requires superb trashing to start drawing your deck.
- Village + Smithy / Festival + Hunting Grounds → Requires light trashing to start drawing your deck.
- Village + Hunting Grounds → Requires no trashing at all to start drawing your deck.
Drawing your deck every turn is of course great, but only worthwhile if your deck also actually does something. As in every engine, you need some kind of payload. Hunting Grounds leaves you a lot more space in your deck though, and therefore you have options that you wouldn't have with other cards. Gold and even Silver could be the payload of your engine! This is a very nice recent example game between Seprix and Heisnberg. Would Hunting Grounds be any other draw card you'd certainly want some Bakers and Golds in your engine. But with Hunting Grounds, the Baker gets completely outclassed by the Silvers Trader provides.
This is in general a bad plan. If you could play a 1-card kingdom with Hunting Grounds then sure you'd buy some. But if you add any other draw card it's better to buy a few of those and use your collision and even if you don't collide it's by no means guaranteed that the +4 cards will provide you with . If you're playing with Colonies it's more reasonable because then the +4 cards could let you draw your Platinum.hands for Gold. Gold can't cause terminal
 Trashing, Overbuilding
Hunting Grounds also has that sneaky on-trash ability that lets you gain 3 Estates. You should only trash your Hunting Grounds on your very last turn or when you're certain it's the winning move. If you can trash your own Hunting Grounds, you should generally build a little longer. In this game I've lost the Grand Market split 7 to 3, but by buying another Bazaar+Oracle in my next-to-last turn I set myself up for drawing Trading Post and 2 Hunting Grounds together for a sneaky 3 pile., maybe even piling out
 In Depth Strategy Article
Original article by WanderingWinder
This is a card with a lot of little things going on. The most important thing about it, by far, though, is that the top of that text box lets you draw four cards (without penalty). This is the most powerful, relevant, overall the most significant ability of the card by far. Let’s break it down.
 Level One: Big Money
One of the earliest strategies people often learn is Big Money/Draw: you get a very small number of a terminal draw card, lots of the most efficient Treasure you can, Provinces when you’re able. This strategy is, in general, not very flexible or resilient, which makes it not great. Hunting Grounds is actually even worse than normal though. Why? Well, there are a few reasons. The fourth card doesn’t do a ton here, since the turns you are drawing three are usually quite good anyway – similar to how Courtyard is better than Smithy in this kind of strategy. And drawing four means you can’t play as many Hunting Grounds as you would with other terminals. Finally, it costs , which not only makes you slower to get to it, but also means it’s competing with Gold. Sure, the first Hunting Grounds is definitely better than the first Gold, so if you do end up in this strategy, take it. But the reason this is really a problem is that you are losing out on some of the upside of hitting and effectively wasting your - and -coin hands, which is pretty bad in a big money strategy. Long story short, this is a better strategy than straight-up big money, but there will almost always be another action card on the board which is better for this than big money – and Hunting Grounds itself will tend to push you more towards engines. Which brings us to…
 Level Two: Engines
Engines are generally pretty strong anyway, but Hunting Grounds accentuates this. The biggest reason is the sheer drawing power. In order to get your deck drawn, you simply need raw drawing power – the number of cards your deck can draw needs to be at least the number of actual cards in your deck (minus your starting hand-size). The typical rate on draw cards is that you get three and a bonus for a cost of Rabble, Catacombs, Journeyman, Margrave, Smithy (bonus is costing ), etc etc. I want to stress, first and foremost, that Hunting Grounds is not all that different from those cards. If you play like you would for those, you won’t be that far off.–
There are a few wrinkles though. Compared to those cards, this draws one more. In some sense, this is 4/3 as much raw power – however, practically speaking, it’s usually going to be more than that, since it takes a card slot in your deck itself (there’s also some consideration to the number of villages you’ll need being lessened with this, which can really be relevant if you’re pinched for +Actions). What can you do with more drawing power per draw card? Well, in some sense, there are two main options: You can either do the same amount with less of these, or you can get the same amount of these, and do more.
Let’s take these options in order. Having less of these would generally be beneficial because it would theoretically be faster to set up than the other draw cards. There are two problems with this: first, Hunting Grounds costs kingdom to kingdom, but essentially it lets you have a more powerful and explosive late game, because you can load up on more payload. I will note that this doesn’t really solve the reliability issue. For that, you will probably need to build to overdraw, a bit more here than you would with most of your other draw cards. And in general, if there is other draw available in the kingdom, you are going to be mixing and matching, some Hunting Grounds for their raw power, some of the other draw for reliability and cheapness. And of course, you are going to want to build the engine essentially as normal, focusing on thinning and getting your draw up first and foremost. One of Hunting Grounds' real strengths is to be added as the extra draw to an already-functioning engine, which simply needs more draw cards to keep up with any green or non-drawing payload., which is going to make it a little bit tough to be much faster than the cheaper cards. Second, this Hunting Grounds-based deck is going to be a lot less reliable than the others. Not only are you missing out on the bonus those other cards give you beyond simply drawing 3 (a bonus which most often is going to help you be consistently drawing your draw cards, at least to some extent, which is what you need to do to draw your deck), but having fewer overall drawing cards makes it much more likely that you’re going to be missing out on one of those key components and have a ‘dud’ hand where your engine ‘misfires’ and you can’t draw your deck for a turn. So while sometimes you do want to go with less and be faster, you are more often going to want to just do more. What ‘doing more’ entails is going to vary wildly from
 Level Three: Tricks and Nuances
Honestly, the above really is the vast majority of what you want to do with the card. If you focus too much on fancy gimmicks and subtleties – like what I’m going to talk about below – while neglecting the basic bread-and-butter of draw-four, you’re doing yourself a disservice (if your goal is winning, anyway). Having said that, let’s dive in for an extra few percent, which can really make the difference at high levels.
Having some way to mitigate the potential reliability problems I discuss above is nice. Scheme can do this. Perhaps more straightforwardly, sifting cards like Cellar, Warehouse, and Inn can help to find your Hunting Grounds, and the Hunting Grounds’ sheer power can overcome the card which those cards leave you down. Alternatively, you can look to use flexible cards which can either draw for you if you need to find Hunting Grounds or be payload after you have drawn your deck. Those let you continue to build with somewhat less risk than having only a few draw cards while still having more oomph than you would get from buying lots of over-draw.
There’s this on-trash clause I haven’t mentioned yet. It doesn’t come up a lot. When it does, it’s almost always being used for trash for benefit, and it’s almost always being used at the end of the game. Turning a draw four into quite-bad-for-engines-green-cards is just not a deal you want to make earlier. Given that, it often won’t matter whether you get Duchy or Estates; when it does, it’s usually because you are emptying a pile. The on-trash “benefit” synergizes a bit with solving the consistency problem noted above – simply get some extra Hunting Grounds, perhaps without even the actions to play them all. You won’t need the last one or two, but they still give your engine reliability. And then at the end, you can cash them in for . Certainly in engines with trashing, this is better than just buying Duchy (except on the turn you’re ending the game), if you can spare the extra and this doesn’t kill you on piles. Occasionally, you’ll get a very thin deck with trash-for-benefit cards where you’re a bit desperate for more fuel – Hunting Grounds can be your friend there. You can potentially try to use the trash ability as a source of points, perhaps with alternate , but in general, this isn’t a very good idea, because the decks that want this aren’t usually the same decks that want a draw 4. The on-trash can also be a drawback, if you for some reason need to trash this before the end of the game – Swindler maybe. One other synergy is with Lurker, which can lead to a quick three deck victory: buy a lot of lurkers, trash the Hunting Grounds from the board gaining easy duchies. Empty those three piles quickly enough and you've won. Almost none of this stuff comes up much, though.
 English versions
| +4 Cards
When you trash this, gain a Duchy or 3 Estates.
|Dark Ages 1st Edition||August 2012|
| +4 Cards
When you trash this, gain a Duchy or 3 Estates.
|Dark Ages 2nd Edition||September 2017|
 Other language versions
|French||Territoire de chasse|
|Japanese||狩場 (pron. kariba)||+4 カードを引く。 これを廃棄するとき、公領1枚か屋敷3枚を獲得する。|
|Korean||사냥터 (pron. sanyangteo)|
|Polish||Łowisko (note: as referred to in Polish Empires rulebook)|
|Russian||Охотничьи Угодья (pron. okhotnich'i ugod'ya)|
|Spanish||Coto de Caza|
 Secret History. It was a defense vs. Knights, and cute with Remodels, but not really so worth doing. So I dropped that card, then brought the bottom back with a simple action top. I see from my files that I briefly tried it at with "+3 Cards +1 Buy" before going to the +4 Cards version.