Quarry
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Quarry | |
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Info | |
Cost | |
Type(s) | Treasure |
Kingdom card? | Yes |
Set | Prosperity |
Illustrator(s) | Brian Brinlee |
Card text | |
This turn, Actions cost less. |
Quarry is a Treasure card from Prosperity. It acts like a Copper that lowers the cost of Action cards by .
FAQ
Official FAQ (2022)
- All Action cards, including cards in the Supply, in play, in decks, and in hands, cost less for the rest of the turn, but not less than .
- This is cumulative; if you play two Quarries in your Buy phase, then King's Court will only cost , rather than the usual .
- This is also cumulative with other effects that modify costs.
Other rules clarifications
With the 2022 updated release, Quarry (as well as Hoard) was tweaked to lose its "while in play" wording, converting it to "this turn".
Deprecated official FAQ (2020) |
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Deprecated rules clarifications (2014 2016 2020) |
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Strategy
Quarry is a Kingdom Treasure whose cost reduction effect can help you buy expensive Action cards early in the game and greatly increase your overall purchasing power once you can combine it with +Buy. It can also be a strong enabler of pileouts if +Buy is easy to come by. If the Kingdom's options for +Buy are weak or non-existent, or you don’t plan on buying many Action cards over the course of the game, Quarry is much less impactful, but still effectively provides towards buying an Action card, so it is a serviceable opening buy if your priority is to obtain an expensive Action card such as a strong trasher like Sentry or an important Attack like Old Witch.
Like other sources of cost reduction, Quarry is at its strongest when you combine it with sources of +Buy to multiply its impact. This is even more important with Quarry specifically, for two reasons: first, you can typically only get Quarry into play during your Buy phase, so gainers can't benefit from its effect; and second, because each copy of Quarry provides of cost reduction, it scales twice as quickly with +Buy as, for example, Highway. Quarry's cost reduction can also be stacked relatively easily: although it's a stop card, and does therefore require some deck control support via thinning and draw (especially if your source of +Buy is also a stop card), it doesn't increase your need for terminal space, unlike most cost reducers. A notable alternative to or combination with +Buy is Stonemason's overpay ability, which also increases the impact of Quarry's cost reduction: for example, with a single Quarry in play, you can pay for Stonemason (which now costs ) and gain two Action cards that would normally cost .
If +Buy is readily available, especially in a form that it easy to play in bulk such as Market Square or Market, multiple copies of Quarry can lead to a rapid pileout by reducing the prices of cheap Action cards—and sometimes expensive ones—to . Grand Market is an especially relevant synergy, as Quarry makes it significantly easier to gain than usual while also taking advantage of the +Buy it provides. A special case of Quarry's interaction with +Buy that can be exceptionally strong involves Action cards that are effectively Buy-neutral: for example, you can buy out the entire Forum pile with a single Buy if you have three Quarries in play. Villa and Cavalry are particularly strong synergies, not only because they are cheap Buy-neutral cards and therefore two Quarries in play is sufficient to enable you to buy the entire pile, but also because of their other powerful on-gain effects that allow you to return to your Action phase with Quarry in play. This enables gainers to take advantage of the cost reduction, potentially enables you to put additional Quarries into play before entering another Buy phase, and generally makes a pileout likely to occur quickly. Less explosively, but often still very useful, Black Market and Storyteller also let you play Quarry before Action-phase gainers, with the former also providing an extra opportunity to take advantage of the cost reduction.
Although Quarry can be a strong facilitator of pileouts, it usually doesn't help you with scoring in the course of executing one, since it can't help you gain Victory cards cheaply except in the case of those that also have the Action type, including Nobles and Distant Lands. Unlike other sources of cost reduction, such as Bridge, it therefore doesn’t enable the same type of megaturns in which you can buy the majority of the Provinces in a single turn. This also means that during the endgame there may be a disparity in your purchasing power for Victory cards as compared to Action cards, making it potentially easier than usual for an opponent to thwart your ability to win on your next turn by scoring.
Versions
English versions
Digital | Text | Release | Date | |
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While this is in play, Action cards cost less, but not less than . |
Prosperity | October 2010 | ||
While this is in play, Action cards cost less, but not less than . |
Prosperity (2016 printing) | February 2017 | ||
While this is in play, Action cards cost less. |
Prosperity (2020 printing) | October 2020 | ||
This turn, Actions cost less. |
Prosperity (Second Edition) | June 2022 |
Other language versions
Trivia
Secret History