Hoard
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Hoard | |
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Info | |
Cost | |
Type(s) | Treasure |
Kingdom card? | Yes |
Set |
Prosperity![]() |
Illustrator(s) | Colin Throm |
Card text | |
This turn, when you gain a Victory card, if you bought it, gain a Gold. |
Hoard is a Treasure card from Prosperity. It is a gainer, since it allows you to gain Gold cards without buying them, by buying a Victory card with Hoard in play.
Contents |
[edit] FAQ
[edit] Official FAQ (2022)
- You only gain a Gold when you gain a Victory card that you bought, not when you gain a Victory card other ways (such as via War Chest).
- The Gold comes from the Supply and is put into your discard pile.
- This is cumulative, and works on all gains; for example if you have two Hoards in play, and buy and gain two Estates, you'll gain four Golds total.
[edit] Other rules clarifications
Hoard got errata in 2022 so that it's no longer a while-in-play effect, and the Gold gain was delayed to when you gained the bought Victory card.
- If you play this twice with e.g. Tiara or Crown, buying and gaining a Victory card will gain you two Golds.
Deprecated official FAQ (2020) |
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Deprecated rules clarifications (2016 2020) |
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[edit] Strategy
Hoard is an expensive Kingdom Treasure and Gold gainer that varies in appeal depending on whether this latter effect is valuable or not; if this is not activated, it’s simply a pricey Silver. When you’re building an engine, Hoard is often mediocre due to its antithetical nature to the principles of deck control: it is itself a stop card that requires you to gain other stop cards (Victory cards) in order to gain even more stop cards (Golds). Stronger payload options that are less demanding in terms of draw are usually available. Hoard can, however, be a useful addition to your deck in cases where you can both activate and benefit from the Gold-gaining.
In money strategies, Hoard can be helpful to achieve and maintain a high money density by adding more payload cards during greening. When used in this way, Hoard is usually best added instead of your first Gold, with the aim of buying Provinces with it in play. Even if you can’t afford a Province, buying another Victory card instead is still useful for pushing your money density towards 1.5 per stop card. In an engine, Hoard is less frequently useful, but a single copy may be attractive in a Kingdom with strong draw but where payload is otherwise difficult to add, and can help you ramp from one Province per turn to two. In these cases, Hoard should be added once you have achieved full deck control, usually including thinning your starting cards.
While Hoard is not the fastest or most flexible Gold gainer, it can still function sufficiently in that role. With trash for benefit cards such as Apprentice or a Remodel variant, you can use a single Hoard to provide high-priced fodder for this effect while simultaneously maintaining deck control by trashing Gold at the same rate as you gain it. If your engine relies on Treasure cards (such as with Storyteller) or if gaining Gold offers some other supplemental benefit (such as with Keep), Hoard can be useful for the purpose.
If your engine is buying Victory cards as part of the building process (such as with Nobles, Shepherd, or Inheritance), Hoard can provide payload earlier than it otherwise would, since adding Victory cards benefits your deck rather than being something to delay as long as possible.
[edit] External strategy articles
Note: Article(s) below are by individual authors and may not represent the community's current views on cards, but may provide more in-depth information or give historical perspective. Caveat emptor.
[edit] Versions
[edit] English versions
Digital | Text | Release | Date | |
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While this is in play, when you buy a Victory card, gain a Gold. |
Prosperity | October 2010 |
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While this is in play, when you buy a Victory card, gain a Gold. |
Prosperity (2016 printing) | February 2017 |
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While you have this in play, when you buy a Victory card, gain a Gold. |
Prosperity (2020 printing) | October 2020 |
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This turn, when you gain a Victory card, if you bought it, gain a Gold. |
Prosperity (Second Edition) | June 2022 |
[edit] Other language versions
[edit] Trivia
[edit] Preview

[edit] Secret History
[edit] 2E Rewording
It should have been that I only had when-gain from the start. And this has been clear since before Hinterlands came out. I kept when-buy because a few cards needed it to not have some other fix, and I'd already put out Mint with when-buy. I immediately regretted it, then felt for years like, oh well, that damage is done, and made more when-buy cards. Finally I stopped making them and now I'm getting rid of them.
Some people immediately feel like getting rid of when-buy is removing some important nuance or complexity. It isn't! It isn't, you heard it here. The game has so much nuance; no particular instance of it is important. And I mean the last few expansions have no when-buy; I have been on this plan for years now.
Some needed to avoid loops. Hoard has no loops, but I've playtested cards that would loop with it if it were a pure when-gain. It was a real question, did I really have to fix it; I always think I won't get talked into more expansions, but if I do, I'll sure be glad I didn't rule out future cards due to trying to be nice to Hoard.
Let's be clear: "When you gain a card you bought" is awful. It's not "yeeha, just what I've always wanted"; it's, "this is my least bad option, oh well, I take it." Other things you can do in these cases, e.g. "once per turn," were more of a change; despite how it may look, I was trying to minimize changes.
["While this is in play"] also endlessly confuses players. Who are these players, someone is asking. Man. They're everywhere. Maybe you are in a bubble of rules experts, I dunno; they're really out there. They are surprised when Throne - Goons doesn't work and so on.