Opening

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An opening consists of the cards purchased in the first two turns. The starting deck of each player consists of 7 CoppersCopper.jpg and 3 EstatesEstate.jpg or Shelters. Therefore, under ordinary circumstances, if your first hand has 4 Coppers, your second hand will have 3 Coppers, and vice versa. This is called a $4/$3 or $3/$4 split, respectively. A $5/$2 (or $2/$5) split means you have a first hand of 5 Coppers and second hand of 2 Coppers (and vice versa). In an ordinary kingdom, players receive $5/$2 or $2/$5 splits 16.67% of the time.

Contents

Openers

An opener is a card that a player buys on his first or second turn. Some cards are better openers than others. Trashers and cursers tend to be good openers, and opening with a SilverSilver.jpg or a terminal Silver is also usually a good idea in order to build up buying power early. Some cards, like MoneylenderMoneylender.jpg, CoppersmithCoppersmith.jpg, or BaronBaron.jpg, are usually either bought as an opener or not at all, due to their interactions with cards in the starting deck. Usually, VillagesVillage.jpg are poor openers because there are no terminal actions in your deck at first.

Unusual openings

If BakerBaker.jpg, from Guilds, is in the supply, players begin the game with an extra Coin token, allowing openings of $6/$2, $5/$3, or $4/$4 if the Coin token is spent immediately. BorrowBorrow.jpg gives a similar effect, by letting you "steal" a card from your next turn for +$1 now. Events in general, particularly in combination with the cards listed below, can produce many weird and varied openings.

Some cards with on-buy or on-gain effects can also alter the usual $4/$3 or $5/$2 split when bought on the first turn:

  • Noble BrigandNoble Brigand.jpg: When bought by your opponents on their first turn makes you discard the top two cards from your deck, resulting in various possible unusual openings.
  • Nomad CampNomad Camp.jpg: Goes on the top of your deck, which can result in a $4/$5 or $4/$4 split.
  • InnInn.jpg: Can be shuffled into your deck and if so will likely be drawn next turn, giving you a $5/$3 split.
  • MandarinMandarin.jpg: Puts the five Coppers you played back on top of your deck, giving you another $5 turn before you reshuffle, turning a $5/$2 opening into a $5/$5/$2 opening.
  • StonemasonStonemason.jpg: Allows you to gain two extra cards if you overpay when you buy it, meaning you can gain more than the usual one card per opening turn.
  • DoctorDoctor.jpg: Allows you to trash or discard cards from the top of your deck on-buy; so buying it on your first turn with $4 or more can change the makeup of your second turn in various ways depending on what is trashed.
  • MessengerMessenger.jpg: Gives each player an effective extra $4 to their opening per player that opens with it, with the caveat that they may not get to choose which card they get, and it may miss their reshuffle.
  • PortPort.jpg: Comes with a free copy of itself, effectively giving you a $4/$4/$3 opening, though an otherwise vanilla village is usually not the best opener.
  • Lost CityLost City.jpg: If another player opens with it, causing you to draw a card, it can completely change your $ output on your opening turns.

With Baker, Lost City and Borrow in a game, it's possible to field $8 on an opening turn.

Examples of strong openers

Examples of strong openings

According to CouncilRoom.com, the top 20 openings (pre-Dark Ages) are as follows:[1]

  1. MountebankMountebank.jpg / ChapelChapel.jpg
  2. TournamentTournament.jpg / AmbassadorAmbassador.jpg
  3. GovernorGovernor.jpg / ChapelChapel.jpg
  4. MintMint.jpg / Fool's GoldFool's Gold.jpg
  5. TournamentTournament.jpg / ChapelChapel.jpg
  6. WitchWitch.jpg / ChapelChapel.jpg
  7. CaravanCaravan.jpg / AmbassadorAmbassador.jpg
  8. TournamentTournament.jpg / MasqueradeMasquerade.jpg
  9. WharfWharf.jpg / Fool's GoldFool's Gold.jpg
  10. WitchWitch.jpg / Fool's GoldFool's Gold.jpg
  11. UpgradeUpgrade.jpg / ChapelChapel.jpg
  12. VaultVault.jpg / ChapelChapel.jpg
  13. Hunting PartyHunting Party.jpg / ChapelChapel.jpg
  14. Trading PostTrading Post.jpg / HavenHaven.jpg
  15. MinionMinion.jpg / ChapelChapel.jpg
  16. WitchWitch.jpg / CrossroadsCrossroads.jpg
  17. MountebankMountebank.jpg / HamletHamlet.jpg
  18. LaboratoryLaboratory.jpg / ChapelChapel.jpg
  19. MountebankMountebank.jpg / Native VillageNative Village.jpg
  20. MountebankMountebank.jpg / HavenHaven.jpg

References

  1. http://councilroom.com/openings


Deck archetypes Big MoneyComboEngineRushSlog
Strategic concepts CollisionCounterCyclingDeadDuchy dancingEndgameGreeningMegaturnMirrorOpeningOpportunity costPenultimate Province RulePayloadPinPiledrivingReshuffleSilver testStop cardSplit advantageStrictly betterSynergyTerminalityTerminal spaceThree-pile endingTurn advantageVictory pointVillage idiot
Rules Blue dog ruleCostDeckGameplayMaterialsNo Visiting ruleStop-Moving rule (previously Lose Track rule) • Supply (Kingdom) • Triggered effectsTurn
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