Tunnel
Tunnel | |
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Info | |
Cost | |
Type(s) | Victory - Reaction |
Kingdom card? | Yes |
Set | Hinterlands |
Illustrator(s) | Brian Brinlee |
Card text | |
2 When you discard this other than during Clean-up, you may reveal it to gain a Gold. |
Tunnel is a Victory-Reaction card from Hinterlands. It is worth 2 , and it gains a Gold if you can find a way to discard it.
FAQ
Official FAQ (2022)
- Use 8 copies for a 2-player game, 12 for 3 or more players.
- This is worth 2 at the end of the game, and can gain you a Gold each time you discard it.
- See the When Discarded section.
Official FAQ (2016) |
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Other rules clarifications
- You can only reveal a given copy of Tunnel once per discard. That is, you can't discard one Tunnel, reveal it twice, and get two Golds (see also: When Discarded rules).
- When you discard multiple cards at once (e.g. to a Minion), they are all discarded at once. This means if you discard a hand with Tunnel and Watchtower, you can reveal the Tunnel, but you can't use your Watchtower anymore (see also: When Discarded rules).
Strategy
Tunnel is a situational Victory card that is typically used as a Gold-gainer alongside effects that can discard it. Tunnel is best in decks that offer this possibility reliably (e.g., Warehouse can more reliably discard Tunnel than Crystal Ball can), can tolerate an influx of stop cards, and can make effective use of the Golds, typically either through trash-for-benefit or plentiful +Buy. When not useful as a Gold-gainer, Tunnel is usually not very impactful. However, its / ratio is better than Duchy or Estate, so it can occasionally be the non-Province Victory card of choice in the late-game if you have plentiful Buys and can handle the extra stop cards.
Tunnel is usually added to your deck in the mid- or late-game, when you have deck control and can reliably collide it with a discarding card, which is often a sifter such as Warehouse. A good use case for Tunnel is one in which you have sufficient overdraw and can discard a single Tunnel multiple times in a turn to gain multiple Golds. Gamble and Tunnel work together particularly well for this while also mitigating some of the need for overdraw, effectively allowing you to buy Golds for after the initial if you only have a single Tunnel in your draw pile and discard. More generally, however, Tunnel is often useful for adding payload while you’re simultaneously sifting through your deck and building otherwise. For example, if you’re using a lot of sifting anyway to more reliably cycle to your Village/Smithy pairs, a Tunnel will allow you to gain Golds for little additional effort.
Tunnel is typically not a very effective defense against handsize attacks. In Kingdoms in which such Attacks are centralizing, being able to reliably draw starting from a smaller hand size is more important, and adding more stop cards in Golds usually works against that goal of finding those draw cards.
Notable Synergies
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 | |
---|---|---|---|---|
2 When you discard this other than during a Clean-up phase, you may reveal it. If you do, gain a Gold. |
Hinterlands | October 2011 | ||
2 When you discard this other than during Clean-up, you may reveal it to gain a Gold. |
Hinterlands (2016 printing) Hinterlands (Second Edition) |
December 2016 |
Other language versions
Trivia
Theme
Preview
Tunnel was never officially previewed due to a leak at Essen, but Donald X. later released this text anyway.
Secret History
For strumphf's 2022 advent calendar, Donald X. went in-depth on the development of Tunnel.
Late in the going, I wanted something else in the set that was exotic, and decided to try another do-something-when-discarded card. This time I had you gain Gold rather than draw cards, which slightly reduced possible confusion. It was immediately popular, but there was the question of what the top should be. It had to be simple. It couldn't be say + because then this would be flat-out worse than Silver in most games that had no combo. It was +2 Cards for a bit, which seemed okay.
Then it turned out Hinterlands wouldn't be a standalone after all, which gave me space for 9 more cards. A standalone only has room for 291 kingdom cards and randomizers; a normal large set can hold 300. I was already using 290 cards. So I couldn't quite fit another kingdom card, but an existing card could turn into a victory card. And I had been wanting to have a victory-reaction in the set. So I changed Tunnel to be worth 2 . It seemed like that might be crazy at , but what, why not try it? As you can see, it worked out.Donald X.'s opinion