Caravan Guard
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Caravan Guard | |
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Info | |
Cost | |
Type(s) | Action - Duration - Reaction |
Kingdom card? | Yes |
Set |
Adventures![]() |
Illustrator(s) | Julien Delval |
Card text | |
+1 Card +1 Action At the start of your next turn, + . When another player plays an Attack card, you may first play this from your hand. |
Caravan Guard is an Action-Duration-Reaction card from Adventures. It is a delayed Peddler variant, but its -producing can be sped up by letting you play it when another player plays an Attack.
Contents |
[edit] FAQ
[edit] Official FAQ
- This gives you +1 Card and +1 Action when you play it, and then + at the start of your next turn after that.
- This card has a Reaction ability that lets you play it when another player plays an Attack card.
- Playing this during another player's turn is similar to playing it during your own turn - you put Caravan Guard into play, get +1 Card and +1 Action, and will get + at the start of your next turn - the very next turn you take. However getting +1 Action during someone else's turn does not do anything for you; it does not let you play other Action cards during that player’s turn.
- Similarly if a token gives you + or +1 Buy during another player's turn, that still does not let you buy cards during that player’s turn (although + can cancel the - token given out by Bridge Troll).
- The +1 Action (or potential other +'s) does not carry over to your next turn either.
- After reacting with a Caravan Guard, you can use another one, even one you just drew, and also can use other Reactions, even ones you just drew; you keep going until you have no more Reactions you wish to respond to the Attack with.
[edit] Other Rules clarifications
- If you call Royal Carriage on Caravan Guard after you play it as a Reaction during another player's turn, it will stay in play until your next turn and give you an extra + at that time, as you would expect. However, if you call Coin of the Realm, it will be discarded during the Clean-up phase of the Attacking player's turn, and the +2 Actions it will give you don't do anything for you, as +Action doesn't mean anything when it's not your turn.
- If you react with this against a Relic, you draw a card, and then you put your -1 Card token on your deck.
- If you react with a Trained Caravan Guard against a Bridge Troll, and you don't have your - token, you will get + before you take your - token, so you won't be able to remove it. But if you get affected by a different attack afterwards, reacting with a Trained Caravan Guard will remove your - token.
[edit] Strategy
There is no strategy article for Caravan Guard, but it has been discussed on the forum.
Caravan Guard is generally viewed as a weak card. When there are no attacks, it is a delayed Peddler - but with a card like Peddler, you really want the money now, not next turn. It is worth picking up in cases where you would really like to buy something, but there are no other cheap cantrips that won't hurt your deck in some way or another. In many types of engines, you'd rather have a weak cantrip than a Silver, for example. In that vein, it's similar to cards like Pearl Diver, Vagrant and Great Hall. Like all of these cards, Caravan Guard is most useful when you just want to have a bunch of Actions in your deck, for example if you want to play Conspirator or Herald chains, or you have a Golem or Scrying Pool engine.
Caravan Guard loses its delay when you are attacked during your opponent's turn, in which case it just becomes a Peddler. Against most attacks, though, it's not exactly the greatest defense ever - you'd rather not get a Curse than be able to play your Caravan Guard as a Peddler. One exception is handsize attacks like Militia; since you get the Caravan Guard(s) in play before you have to discard, you can mitigate the negative effects of the attack. It can also trigger a reshuffle, which is useful if you have dead cards in your hand when hit by a handsize attack. That way, the dead cards miss the reshuffle.
Another little trick is playing Caravan Guard against non-offensive attacks. If your opponent plays Minion for the coins, technically they still played an Attack, so you're allowed to drop any Caravan Guards you have on the table. Other examples include Giant when your opponent's Journey token is facing the wrong way, Haunted Woods when you don't have any dead cards, or Swamp Hag when you're not planning on buying anything (because maybe you want to gain cards another way instead, or buy an Event).
[edit] Versions
[edit] English versions
Digital | Text | Release | Date | |
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+1 Card +1 Action At the start of your next turn, + . When another player plays an Attack card, you may play this from your hand. (+1 Action has no effect if it's not your turn.) |
Adventures | April 2015 |
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+1 Card +1 Action At the start of your next turn, + . When another player plays an Attack card, you may first play this from your hand. (+1 Action has no effect if it's not your turn.) |
Adventures (2016 printing) | August 2017 |
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+1 Card +1 Action At the start of your next turn, + . When another player plays an Attack card, you may first play this from your hand. |
June 29, 2022 |
[edit] Other language versions
[edit] Trivia
Caravan Guard was the first card released that can be played when it isn't your turn. More such cards have been released since Dominion: Menagerie.
[edit] Secret History
[edit] Donald X.'s opinion