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|name = Silk Road
|name = Silk Road
Latest revision as of 17:43, 4 March 2021
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|Worth 1for every 4 Victory cards you have (round down).|
Silk Road is a Victory card from Hinterlands. It is worth more depending on how many total Victory cards are in your deck. As such it is especially useful when you are able to buy a lot of green cards without stalling out, but can be potentially useful in just about any game.
 Official FAQ
- Silk Roads count themselves.
- Round down; if you have 11 Victory cards, Silk Road is worth 2 .
- Use 8 copies of Silk Road for games with 2 players, 12 for games with 3 or more players.
 Other Rules clarifications
 Strategy Article
Originally posted by WanderingWinder on the forum
The first card you to compare Silk Road to is Gardens (okay, Vineyard might be the first thing that comes to mind, but they play COMPLETELY differently). And Gardens is a pretty good comparison. You can, for the most part, play the same rushes for Silk Road that you can for Gardens. And the rushes with Silk Road are going to tend to be a little bit stronger than the Gardens versions - it's generally much easier to rush to 12 green cards than 30 cards overall, and easier to get to 16 green cards than 40 cards overall.
Now there are some cases where Gardens works really well and and Silk Road won't. So Gardens work with cards like Talisman, Goons, Trader, cursing attacks, and Ill-Gotten Gains especially, in ways that don't really go for Silk Road. Cards like Bureaucrat and Copper are good with both, but much better with Gardens. In short, it's the mid-range and long-term strategies where these two cards really diverge.
Which brings us to the second comparison - Duke. Duke is a long-term card where you need a lot of other victory cards (in Duke's case, they have to be Duchies) in order to make it powerful. But in a Duke deck, your main Victory points eventually come from the Dukes themselves. The same is true with long-range Silk Road decks. Think about this: 1 Duchy, 8 Silk Road, 8 Estates, plus your three starting estates, that's 20 victory cards. And that's 54 victory points - enough to match against someone who's gotten a duchy and all the provinces. So apart from just rush strategies, using Silk Road as your primary victory strategy in longer games is perfectly viable. Of course, you need a little bit of support for this, but it's definitely doable.
The biggest support for Silk Road are your dual Victory cards - Harem, Nobles, and Island are huge boons (as is Gardens, actually). Great Hall and Tunnel are pretty good, too. With these cards, and I want to stress especially Island, you can very often ignore cards that are outlandish and exorbitant, like Province, and even Gold.
Even with just the basic victory cards, it's possible to use Silk Road to power an alternate strategy, especially since most decks going for Provinces are built for 4 or 5 much more than all 8. But you have to be a bit careful about this; your VP engine has to be put together in the proper order - it's a bit fragile. You're going to probably want your 20 victory cards and at least 7 copies of Silk Road. That leaves you with a dilemma: do you go for the Duchies first, or do you go for Silk Road? The issue is, the Silk Road are more important to get, but the Duchies are harder to get. So you basically want to get the Silk Roads first, then go back for the Duchies - if you can. Either way, you want to have enough of an economy built up beforehand not to stall out hard.
 Silk Roads in Non-Rush Strategies
Finally, Silk Roads don't necessarily lose their bite in Colony games quite as much as most other alternate VP strategies do (though they are substantially weaker). It's not super rare that, if you start greening a bit sooner, going a little sooner and stronger for Provinces, maybe only one Colony, and supplement with Silk Roads, that you can have 4 point silk road + 6 point province to fight that 10 point Colony. Now, this is not terribly common, but with the right support, it's something you want to watch out for.
In games where the board favors engines rather than rush strategies, Silk Road still changes the optimal strategy. Engines with abundant +Buy (such as in the presence of Grand Market, especially if played with King's Court) can execute a mega-turn where you buy up a lot of Silk Roads and end the game on piles. This can be a primarily Silk Road strategy that works with a deck that would normally get clogged up with all the victory cards. Even when engaging in a strategy that does not primarily focus on Silk Roads, it is important to factor in Silk Roads into your timing of buying VP, especially as the game approaches its end, as the card alters the total amount of VP available, and, being cheap, the Silk Roads can be snatched up suddenly in quantity by an opponent who has not shown any sign of pursuing a Silk Road strategy.
- Other Victory Cards, especially dual types, especially Island
- Gainers like Workshop and Ironworks
- Woodcutter variants - particularly Bridge and Horse Traders
- Scout, Crossroads, etc.
- Sifters like Warehouse, and especially Oasis
- Fast engines
- Savvy opponents who also have the time to stop to buy a couple cards to block you. Bishop is a poster child here.
 English versions
|Worth 1for every 4 Victory cards in your deck (round down).||Hinterlands 1st Edition||October 2011|
|Worth 1for every 4 Victory cards you have (round down).||Hinterlands 2nd Edition||December 2016|
 Other language versions
 Secret History