Silk Road
Silk Road | |
---|---|
Info | |
Cost | |
Type(s) | Victory |
Kingdom card? | Yes |
Set | Hinterlands |
Illustrator(s) | Martin Hoffmann |
Card text | |
Worth 1 for 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.
It was removed from the second edition of Hinterlands; its alt-VP mechanic was reused on the Promo card Marchland.
FAQ
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
Before it was removed, Silk Road was a weak source of alt-VP that was often skippable but occasionally useful as supplemental in the endgame or as part of a rush. Silk Road's primary shortcoming is that its value in ramps up very slowly, as you need to gain many Victory cards to make it worth more than a Duchy. Additionally, the process of greening in bulk is very likely to impede your deck's ability to gain even more Victory cards. Victory cards are almost always stop cards that provide no payload, so having many of them is usually antithetical to having a functioning deck that can gain even more Victory cards.
Silk Road's viability as supplemental depends on the number of Victory cards you gain during the game. With four Victory cards, Silk Road has the of Estate but is more expensive; with eight, it is a valid intermediate between Estate and Duchy; with twelve, it has the of a Duchy but is cheaper. Silk Road is therefore only worth gaining over one of the basic Victory cards if you expect to have eight or more Victory cards by the end of the game. This will not be the case for most decks, which would struggle with deck control, but is more likely to occur in some specific cases, which are occasionally enough to increase Silk Road's value beyond that of a supplement to your that you might situationally consider in the endgame. These scenarios might include:
- a rush that aims to cause an early pileout by playing many gainers to obtain significant numbers of Silk Roads and potentially Estates. Groom is a particularly notable enabler, while other Workshop variants such as Ironworks may occasionally work if the Kingdom is otherwise weak.
- an engine that makes heavy use of Victory cards due to Shepherd, Crossroads, or Inheritance.
- the presence of multi-type Victory cards, especially Nobles or Mill, that also double as engine components.
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.
Versions
English versions
Digital | Text | Release | Date | |
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Worth 1 for every 4 Victory cards in your deck (round down). | Hinterlands | October 2011 | ||
Worth 1 for every 4 Victory cards you have (round down). | Hinterlands (2016 printing) | December 2016 |
Other language versions
Trivia
Theme
Secret History
Second Edition removal