Mining Village
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|Set = Intrigue | |Set = Intrigue | ||
|Type = [[Action]] | |Type = [[Action]] | ||
− | |Illustrator = | + | |Illustrator = Claus Stephan |
− | |Text = +1 Card | + | |Text = +1 Card<br/>+2 Actions<br/>You may trash this card immediately. If you do, +$2. |
− | You may trash this card immediately. If you do, +$2. | + | |
}} | }} | ||
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=== Other Rules clarifications === | === Other Rules clarifications === | ||
== Strategy Article == | == Strategy Article == | ||
+ | ''[http://dominionstrategy.com/2011/01/21/intrigue-mining-village/ Original article] by theory'' | ||
+ | |||
+ | Mining Village is best thought of as a one-shot Conspirator/Grand Market. Its ability makes it one of the best $4 openers: by trashing it, you can slingshot to $5, $6, or possibly even $7 much faster than you otherwise would be able to with a Silver. But to use it effectively, you have to commit to trashing it quickly; otherwise, you’ve used a critical opening buy on a useless card. | ||
+ | |||
+ | In the midgame, Mining Village is one of the most useful $4 non-terminals; it’s good to stock up on them so you can cash them in all at once for a mega-turn to end the game. | ||
+ | |||
+ | The fact that Mining Village provides +Actions is really just a bonus. For pure Actions, you’re better off with the other special Villages (Native, Worker’s, Fishing), since Mining Village’s special ability isn’t as helpful in an Action-oriented strategy (if you’re trashing the Mining Villages, you can’t count on them for Actions). But it’s a good foundation for a +Actions/+Cards chain if you remember to start scrapping them for cash near the end of the game. | ||
=== Synergies/Combos === | === Synergies/Combos === | ||
+ | *Bridge (save up the Mining Villages until you can draw enough Bridges together, then trash them all for a game-ending turn) | ||
+ | *“Mega-turn” strategies in general | ||
+ | *Ironworks/Workshop for grabbing Mining Villages | ||
+ | *+Buy | ||
+ | *Good terminals, including +Cards | ||
+ | *Conspirator | ||
+ | *Grand Market | ||
+ | *Sets where you need to get to $6 as quickly as possible | ||
=== Antisynergies === | === Antisynergies === | ||
+ | *The other slingshot $4 cards (Baron, Moneylender) | ||
+ | *Throne Room/King’s Court (since the benefit doesn’t get doubled/tripled) | ||
+ | *Good $3/$4 cards that you’d form your strategy around | ||
== Trivia == | == Trivia == | ||
=== Secret History === | === Secret History === |
Revision as of 13:09, 29 October 2012
Mining Village | |
---|---|
Cost | 3 |
Type | [[Action]] |
Set/Expansion | Intrigue |
Illustrator | Claus Stephan |
+1 Card +2 Actions You may trash this card immediately. If you do, +$2. |
Contents |
FAQ
Official FAQ
Copy & Paste Official FAQ here, please.
Other Rules clarifications
Strategy Article
Original article by theory
Mining Village is best thought of as a one-shot Conspirator/Grand Market. Its ability makes it one of the best $4 openers: by trashing it, you can slingshot to $5, $6, or possibly even $7 much faster than you otherwise would be able to with a Silver. But to use it effectively, you have to commit to trashing it quickly; otherwise, you’ve used a critical opening buy on a useless card.
In the midgame, Mining Village is one of the most useful $4 non-terminals; it’s good to stock up on them so you can cash them in all at once for a mega-turn to end the game.
The fact that Mining Village provides +Actions is really just a bonus. For pure Actions, you’re better off with the other special Villages (Native, Worker’s, Fishing), since Mining Village’s special ability isn’t as helpful in an Action-oriented strategy (if you’re trashing the Mining Villages, you can’t count on them for Actions). But it’s a good foundation for a +Actions/+Cards chain if you remember to start scrapping them for cash near the end of the game.
Synergies/Combos
- Bridge (save up the Mining Villages until you can draw enough Bridges together, then trash them all for a game-ending turn)
- “Mega-turn” strategies in general
- Ironworks/Workshop for grabbing Mining Villages
- +Buy
- Good terminals, including +Cards
- Conspirator
- Grand Market
- Sets where you need to get to $6 as quickly as possible
Antisynergies
- The other slingshot $4 cards (Baron, Moneylender)
- Throne Room/King’s Court (since the benefit doesn’t get doubled/tripled)
- Good $3/$4 cards that you’d form your strategy around
Trivia
Secret History
Copy & Paste Secret History here.