|Worth 1 per 10 cards you have (round down).|
Gardens is a Victory card from the Base set. It is worth 1 for every 10 cards in your deck, so it is valuable when your deck has many cards and worth very little if you have trashed most of your deck.
It is the simplest of the "scaling" alt-VP cards—i.e., those that are worth victory points scaled in proportion to some property of your deck.
- For example, if you have 37 cards at the end of the game, each copy of Gardens you have is worth 3 .
- Use 8 copies of Gardens in a 2-player game, 12 copies for 3 or more players.
Other rules clarifications
- Gardens counts all the cards belonging to you, including cards you have in play, cards that you have set aside, and cards on your mats, in addition to those physically in your deck at the end of the game.
Gardens is the first example of alt-VP that most Dominion players will experience. Alt-VP generally provides an advantage to engine strategies versus more Treasure-oriented strategies through an indirect mechanism: While the simpler, Treasure-oriented strategy can often get an early lead on Provinces, the engine strategy often tries to compensate by getting additional non-Province sources of such as Duchies after building their deck to a state where they are gaining more than one card per turn. This is because buying Provinces may risk causing the game to end before the engine player has regained a points lead, so the engine player needs to diversify their sources of . In this context, Gardens provides another source of , which is particularly valuable in engine decks with gainers like Workshop which both lead to large decks and allow for the easy acquisition of Gardens.
That being said, the advantage to engine strategies that Gardens provides is typically not very large. Gardens is often just a Duchy that costs than Duchy. Thus, Gardens is primarily valuable in engines that feature very large numbers of gains or where Gardens costing allows it to be gained significantly more easily than Duchy.. In some engines with heavy trashing, Gardens can result in even fewer
Occasionally, Gardens is a centralizing card that enables a non-engine strategy called a rush. In the Base set, this is typified by the Workshop-Gardens rush. To play this strategy, you try to first gain all the Workshops, then gain all the Gardens, and finally end the game with a lead by emptying a third pile (often Estate). This strategy is very rarely the strongest available strategy because Workshop is a weak gainer. Many Workshop variants perform similarly, but there are a few like Groom which can make this strategy very powerful.
Even more rarely, Gardens can be centralizing for strategies that aren’t rushes, most notably Beggar-Gardens, where players try to make Gardens worth more than Province.
External strategy articles
Note: Article(s) below are by individual authors and may not represent the community's views on cards, but may provide more in-depth information. Caveat emptor.
| Worth 1
for every 10 cards in your deck (rounded down).
|Dominion 1st Edition||October 2008|
|Worth 1 per 10 cards you have (round down).||Dominion 2nd Edition||October 2016|
Other language versions
|Chinese||花園 (pron. huāyuán)|| Gardens is mislabeled|
as an Action.
|Dutch||Tuinen||Elke 10 kaarten in je stapel zijn aan het einde van het spel 1 waard (naar beneden afronden).|
|Finnish||Puutarha (note: singular)|
pro 10 Karten (abgerundet) im eigenen Kartensatz.
| 2. Edition|
|Greek||Κήποι (pron. kepoi)|
|Hungarian||Park (lit. park)|
|Japanese||庭園 (pron. teien)||あなたのカード10枚 (端数切り捨て)につき 1 。|
|Korean||정원 (pron. joeng-won)|
|Norwegian||Park (lit. park)|
|Polish||Ogrody||Ta karta jest warta 1 za każde 10 kart twojej talii (zaokrąglając w dół).|
|Russian||Сады (pron. sady)||Приносит 1 за каждые 10 карт, которые у вас есть (с округлением вниз).|