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{{Infobox Card
{{Infobox Card
  |name = Tunnel
  |name = Tunnel
|cost = 3
  |type1 = Victory
  |type1 = Victory
  |type2 = Reaction
  |type2 = Reaction
  |illustrator = Brian Brinlee
  |illustrator = Brian Brinlee
  |text = {{VP|'''2'''|l}}
  |text = {{VP|2|l}}
----
|text2 = When you discard this other than during Clean-up, you may reveal it to gain a Gold.
''When you discard this other than during a Clean-up phase, you may reveal it. If you do, gain a Gold.
}}
}}
'''Tunnel''' is a [[Victory]]-[[Reaction]] card from [[Hinterlands]]. It is the only card with this typing. It can be extremely powerful when it can be somewhat reliably discarded for free {{Card|Gold}}, but is still often useful just for the benefit of 2{{VP}} for only {{Cost|3}}.
'''Tunnel''' is a [[Victory]]-[[Reaction]] card from [[Hinterlands]]. It is worth 2 {{VP}}, and it gains a {{Card|Gold}} if you can find a way to discard it.
 
== FAQ ==
== FAQ ==
=== Official FAQ ===
=== Official FAQ (2022) ===
* This is both a Victory card and a Reaction.  
* Use 8 copies for a 2-player game, 12 for 3 or more players.
* At the end of the game Tunnel is worth 2 {{VP}}.  
* This is worth {{VP|2}} at the end of the game, and can [[gain]] you a {{Card|Gold}} each time you [[discard]] it.
* Tunnel's reaction ability functions when you discard it.  
* See the [[Hinterlands#When Discarded|When Discarded]] section.
* You cannot simply choose to discard it; something has to let you or make you discard it.  
 
* This ability functions whether you discard Tunnel on your on turn (such as due to {{Card|Oasis}}) or on someone else's (such as due to {{Card|Margrave}}).  
{| class="wikitable mw-collapsible mw-collapsed"
* It functions if Tunnel is discarded from your hand (such as due to Oasis) or from your deck, or when set aside (such as due to {{Card|Cartographer}}).  
| <h3> Official FAQ (2016) </h3>
* If Tunnel would normally not necessarily be revealed (such as when discarding multiple cards to Cartographer), you have to reveal it to get the Gold.  
|-
* Revealing it is optional, even if Tunnel was already revealed for some other reason; you are not forced to gain a Gold.  
| <ul>
* This ability does not function if cards are put into your discard pile without being discarded, such as when you buy a card, when you gain a card directly (such as with {{Card|Border Village}}), when your deck is put into your discard pile, such as with Chancellor from Dominion, or with {{Card|Possession}} from Dominion: Alchemy, when trashed cards are returned to you at end of turn.  
<li> Tunnel's Reaction ability functions when you [[discard]] it.
* It also does not function during Clean-up, when you normally discard all of your played and unplayed cards.  
<li> You cannot simply choose to discard it; something has to let you or make you discard it.
* The key thing to look for is a card actually telling you to "discard" cards. The Gold you gain comes from the Supply and is put in your discard pile; if there is no Gold left in the Supply, you do not gain one.
<li> This ability functions whether you discard Tunnel on your own turn (such as due to {{Card|Oasis}}) or on someone else's (such as due to {{Card|Margrave}}).
<li> It functions if Tunnel is discarded from your hand (such as due to Oasis) or from your deck (such as due to {{Card|Cartographer}}), or when set aside.
<li> If Tunnel would normally not necessarily be revealed (such as when discarding multiple cards to Cartographer), you have to reveal it to get the Gold.
<li> Revealing it is optional, even if Tunnel was already revealed for some other reason; you are not forced to gain a {{Card|Gold}}.
<li> This ability does not function if cards are put into your discard pile without being discarded, such as when you buy a card, when you gain a card directly (such as with {{Card|Border Village}}), or when your deck is put into your discard pile (such as with {{Card|Scavenger}} from [[Dark Ages|Dominion: Dark Ages]]).
<li> It also does not function during Clean-up, when you normally discard all of your played and unplayed cards.
<li> The key thing to look for is a card actually telling you to "discard" cards.
<li> The {{Card|Gold}} you gain comes from the [[Supply]] and is put into your discard pile.
</ul>
|}
 
=== 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 {{Card|Gold|Golds}} (see also: ''[[Reaction#Rules|When Discarded]]'' rules).
* When you discard multiple cards at once (e.g. to a {{Card|Minion}}), they are all discarded at once. This means if you discard a hand with Tunnel and {{Card|Watchtower}}, you can reveal the Tunnel, but you can't use your {{Card|Watchtower}} anymore (see also: ''[[Reaction#Rules|When Discarded]]'' rules).
 
== Strategy ==
Tunnel is a situational [[Victory]] card that is typically used as a {{Card|Gold}}-[[gainer]] alongside effects that can discard it. Tunnel is best in decks that offer this possibility reliably (e.g., {{Card|Warehouse}} can more reliably discard Tunnel than {{Card|Crystal Ball}} can), can tolerate an influx of [[stop card]]s, and can make effective use of the {{Card|Gold|Golds}}, typically either through [[trash-for-benefit]] or plentiful +Buy. When not useful as a {{Card|Gold}}-gainer, Tunnel is usually not very impactful. However, its {{Cost}}/{{VP}} ratio is better than {{Card|Duchy}} or {{Card|Estate}}, so it can occasionally be the non-{{Card|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 [[collision|collide]] it with a discarding card, which is often a [[sifting|sifter]] such as {{Card|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 {{Card|Gold|Golds}}. {{Event|Gamble}} and Tunnel work together particularly well for this while also mitigating some of the need for overdraw, effectively allowing you to buy {{Card|Gold|Golds}} for {{Cost|1}} after the initial {{Cost|2}} 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 [[build]]ing otherwise. For example, if you’re using a lot of sifting anyway to more reliably [[cycle]] to your {{Card|Village}}/{{Card|Smithy}} pairs, a Tunnel will allow you to gain {{Card|Gold|Golds}} for little additional effort.


=== Other Rules clarifications ===
Tunnel is typically not a very effective defense against [[handsize attack]]s. In Kingdoms in which such [[Attack]]s are centralizing, being able to reliably [[draw]] starting from a smaller hand size is more important, and adding more stop cards in {{Card|Gold|Golds}} usually works against that goal of finding those draw cards.
== Strategy Article ==
Tunnel's reaction ability often cannot be utilized effectively, but 2{{VP}} for only {{Cost|3}} is still a good deal, and will often be bought in the [[endgame]] when you can't afford a Duchy.. When you can discard it, however, free Gold is an incredible bonus. Many cards give you the ability to discard one or more cards. However, just because there is a card which discards doesn't mean Tunnel is a good early-game pickup. The key is to consider how many cards you have to choose your discard from. {{Card|Horse Traders}}, for instance, without any card draw, only has 4 possible cards to discard from. As such, Horse Trader/Tunnel is often not a great opening unless you get lucky.  


The best cards to pair with Tunnel are those that both draw cards and let you discard from any in your hand such as {{Card|Warehouse}}, {{Card|Vault}}, {{Card|Young Witch}}, and {{Card|Embassy}}—though Vault is often less powerful because it allows your opponent the ability to discard a Tunnel as well. The increased deck cycling is also very important as it allows you to find and play your Gold more quickly.
===Notable Synergies===
* {{Project|Crop Rotation}}
* {{Card|Dungeon}}
* {{Card|Storeroom}}


Finally, Tunnel is a decent, but not great defense against Militia and Goons. Getting free Golds is fine, but you have to have the tunnel in hand when you get attacked, which either requires your opponent to be constantly playing the attack or you to have a lot of Tunnels, both of which aren't great for you.  
===External strategy articles===
=== Synergies/Combos ===
''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.''
==== Cards that can trigger Tunnel on your turn ====
* [http://forum.dominionstrategy.com/index.php?topic=5236.0 Insomniac's 2010 article]
Five card hands are assumed to make the table sortable. The last column shows the change of the other two columns if you have more or less cards in hand.
 
{| class="wikitable sortable"
== Versions ==
! Card !! up to X Tunnels !! out of X cards !! Hand size dependant
===English versions===
{| class="wikitable" style="text-align:center;"
! Print !! Digital !! Text !! Release !! Date
|-
|-
|{{Card|Cartographer}} || 4 || 4 || -/-
| {{CardLangVersionImage|o=1}} || {{CardLangVersionImage|d=g|o=1}} || {{VP|2|l}}{{divline}}When you discard this other than during a Clean-up phase, you may reveal it. If you do, gain a Gold. || Hinterlands || October 2011
|-
|-
|{{Card|Catacombs}} || 3 || 3 || -/-
| {{CardLangVersionImage}} || {{CardLangVersionImage|d=s}} || {{VP|2|l}}{{divline}}When you discard this other than during Clean-up, you may reveal it to gain a Gold. || <p>Hinterlands [[Second Edition|(2016 printing)]]</p><hr><p>Hinterlands (Second Edition)</p>  || December 2016
|}
 
===Other language versions===
{| class="wikitable mw-collapsible autocollapse" style="text-align:center;"
! Language !! Name !! Print !! Digital !! Text !! style="width:18%"|Notes
|-
|-
|{{Card|Cellar}} || 4 || 4 || ±1/±1
!Czech
| Tunel || || || ||
|-
|-
|{{Card|Count}} || 2 || 4 || -/±1
!Dutch
| Tunnel || || || ||
|-
|-
|{{Card|Duchess}} || 1 || 1 || -/-
!Finnish
| Tunneli || || || ||
|-
|-
|{{Card|Embassy}} || 3 || 9 || -/±1
!French
| Tunnel || || {{CardVersionImage|TunnelFrench2021Digital|French language Tunnel 2021 from Shuffle iT}} || {{VP|2|l}}{{divline}}Quand vous défaussez cette carte en dehors de la phase Ajustement, vous pouvez la dévoiler pour recevoir un Or. ||
|-
|-
|{{Card|Hamlet}} || 2 || 5 || -/±1
!rowspan=2|German
| Tunnel || [[File:Tunnel.German.jpg|100px|German language Tunnel 2019 by ASS]] || || {{VP|2|l}}{{divline}}Wenn du diese Karte außerhalb deiner Aufräumphase ablegst, darfst du sie aufdecken, um ein Gold zu nehmen. || (2019)<hr>Note: rulebook FAQ 2019 for this card significantly shortened
|-
|-
|{{Card|Harvest}} || 4 || 4 || -/-
| Tunnel ||  || {{CardVersionImage|TunnelGerman2021Digital|German language Tunnel 2021 from Shuffle iT}} || {{VP|2|l}}{{divline}}Wenn du diese Karte außerhalb der Aufräumphase ablegst, darfst du sie aufdecken, um ein Gold zu nehmen. || 2.&nbsp;Edition<br>(2022)
|-
|-
|{{Card|Horse Traders}} || 2 || 4 || -/±1
!Italian
| Galleria || || || ||
|-
|-
|{{Card|Inn}} || 2 || 6 || -/±1
!Japanese
| 坑道 (pron. ''kōdō'') || || {{CardVersionImage|TunnelJapanese2021Digital|Japanese language Tunnel 2021 from Shuffle iT}} || {{VP|2|l}}{{divline}}このカードをクリーンアップフェイズ以外の場面で捨て札にするとき、これを公開してもよい。公開した場合、金貨1枚を獲得する。 ||
|-
|-
|{{Card|Ironmonger}} || 1 || 1 || -/-
!Polish
| Tunel || {{CardLangVersionImage|Polish}} || || {{VP|'''2'''|l}}{{divline}}Kiedy odrzucasz tę kartę poza fazą porządków, możesz ją odkryć, aby dodać Złoto. || (2024)
|-
|-
|{{Card|Jack of all Trades}} || 1 || 1 || -/-
!Russian
| Туннель (pron. ''tunnyel''') || || || ||
|-
|-
|{{Card|Lookout}} || 1 || 3 || -/-
!Spanish
|-
| Túnel || || || ||
|{{Card|Minion}} || 4 || 4 || ±1/±1
|-
|{{Card|Navigator}} || 5 || 5 || -/-
|-
|{{Card|Oasis}} || 1 || 5 || -/±1
|-
|{{Card|Oracle}} || 2 || 2 || -/-
|-
|{{Card|Scrying Pool}} || 1 || 1 || -/-
|-
|{{Card|Secret Chamber}} || 4 || 4 || ±1/±1
|-
|{{Card|Spy}} || 1 || 1 || -/-
|-
|{{Card|Storeroom}} || 8 || 8 || ±2/±2
|-
|{{Card|Survivors}} || 2 || 2 || -/-
|-
|{{Card|Tactician}} || 4 || 4 || ±1/±1
|-
|{{Card|Vault}} || 6 || 6 || ±1/±1
|-
|{{Card|Wandering Minstrel}} || 3 || 3 || -/-
|-
|{{Card|Warehouse}} || 3 || 7 || -/±1
|-
|{{Card|Young Witch}} || 2 || 6 || -/±1
|}
|}


{| class="wikitable"
== Trivia ==
! Card !! Condition
[[Image:TunnelArt.jpg|thumb|right|354px|Official card art.]]
|-
=== Theme ===
|{{Card|Adventurer}}
{{Quote
|all Tunnels you've not in hand until it finds 2 Treasure Cards
|Text= This was a tricky one. I looked at the cards that cause discarding. There were three categories that came up a bunch: 1) attacks; 2) storage-related things like {{Card|Cellar}}; 3) navigation-related stuff. Tunnel can be an escape tunnel for the first, a tunnel off of your {{Card|Cellar}} for the second, and it's a place you can navigate through for the third. Obv. many discard-involving actions don't fit these categories, but this was the best I could do. And then, in the tunnel you find a vein of gold.
|-
|Name=[[Donald X. Vaccarino]]
|{{Card|Golem}}  
|Source=[https://www.boardgamegeek.com/thread/719450/article/7789338#7789338 The Secret History of the Hinterlands Cards]
|all Tunnels you've not in hand until it finds 2 Action Cards
}}
|-
=== Preview ===
|{{Card|Hunting Party}}  
Tunnel was never officially previewed due to a leak at Essen, but Donald X. later released this text anyway.
|all Tunnels you've not in hand until it finds 1 Card you've not in hand if you've at least one Tunnel in hand
{{Quote
|-
|Text=Tunnel is a crazy card that does something when you [[discard]] it. This includes discarding it to actions like {{Card|Inn}}, discarding it to attacks like {{Card|Militia}}, and also discarding it without ever having it in your hand, due to actions like {{Card|Adventurer}}. Just look for the word "discard" and study the FAQ, once it's available. It does not work with {{Card|Chancellor}}, that's the only tricky part. The "clean-up" bit is to make sure it doesn't make {{Card|Gold}} just due to discarding your hand at the end of your turn.
|{{Card|Loan}}  
|all Tunnels you've not in hand until it finds 1 Treasure Card
|-
|{{Card|Rebuild}}
|all Tunnels you've not in hand until it finds 1 Victory Card other than Tunnel
|-
|{{Card|Sage}}  
|all Tunnels you've not in hand until it finds 1 Card costing {{Cost|3}} or more if you've got at least one {{Card|Highway}}, {{Card|Bridge}} or {{Card|Princess}} in play
|-
|{{Card|Venture}}  
|all Tunnels you've not in hand until it finds 1 Treasure Card
|}


=== Antisynergies ===
What you get for your troubles is a Gold. In a Tunnel-heavy game, you may see the Golds run out. And when you're not discarding Tunnel, it's a [[Victory]] card, so you'll be happy discarding it. That Victory card is worth {{VP|2}} for a mere {{Cost|3}}, and well if that looks crazy, consider exactly how powerful {{Card|Estate}} is.
 
|Name=[[Donald X. Vaccarino]]
== Trivia ==
|Source=[http://www.boardgamegeek.com/article/7673075#7673075 Hinterlands Previews #5]
}}
=== Secret History ===
=== Secret History ===
For strumphf's 2022 advent calendar, Donald X. [https://youtu.be/8TauCr24moo?t=12 went in-depth on the development] of Tunnel.
{{Quote
{{Quote
|Text=At one point the main set had a card that had you draw a card if you discarded it. It was too wonky of an ability for the main set, and the card was bad anyway, so I cut it. When Hinterlands became its own set, I made a new card with that ability, this time a Witch variant. I ended up cutting that one because I didn't want two ways to get Curses in the set, and preferred Ill-Gotten Gains.
|Text=At one point the main set had a card that had you draw a card if you discarded it. It was too wonky of an ability for the main set, and the card was bad anyway, so I cut it. When Hinterlands became its own set, I made a new card with that ability, this time a {{Card|Witch}} variant. I ended up cutting that one because I didn't want two ways to get Curses in the set, and preferred {{Card|Ill-Gotten Gains}}.


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 +{{Cost|2}} 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.
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 {{Card|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 +{{Cost|2}} because then this would be flat-out worse than {{Card|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 {{VP|2}}. It seemed like that might be crazy at {{Cost|3}}, but what, why not try it? As you can see, it worked out.
|Name=[[Donald X. Vaccarino]]
|Name=[[Donald X. Vaccarino]]
|Source=[http://forum.dominionstrategy.com/index.php?topic=909.0 The Secret History of the Hinterland Cards]
|Source=[http://forum.dominionstrategy.com/index.php?topic=909.0 The Secret History of the Hinterland Cards]
}}
}}
 
=== Donald X.'s opinion ===
 
{{Quote|Text= People go for this a lot, I mean if there's anything to do they do it. Obv. the smaller combos will break your heart, you wonder why you aren't drawing your {{Card|Oasis}} with your Tunnel more often. If you are flipping over more cards, especially without drawing them e.g. {{Card|Cartographer}}, it's nice.
| Name=[[Donald X. Vaccarino]]
|Source=[http://forum.dominionstrategy.com/index.php?topic=18150.msg741757#msg741757 $3 Cost Card Rankings Bottom Half]
}}
{{Quote|Text=
People could not believe the Tunnel package. Two {{VP}} and it gains you {{Card|Gold||Golds}} and only costs {{Cost|3}}. What crazy broken thing is this? The first trick is that you're comparing it to {{Card|Estate}}, but {{Card|Estate}} is bad; the second is that "gain a {{Card|Gold}}" is a lot worse than it looks.
| Name=[[Donald X. Vaccarino]]
|Source=[https://discord.com/channels/212660788786102272/499250664690679808/1257049250810953748 Dominion Discord, 2024]
}}
{{Navbox Hinterlands}}
{{Navbox Cards}}
{{Navbox Cards}}
[[category:discard for benefit]]
[[category:alt VP]]
[[category:treasure gainer]]

Latest revision as of 21:04, 30 June 2024

Tunnel
Info
Cost $3
Type(s) Victory - Reaction
Kingdom card? Yes
Set Hinterlands
Illustrator(s) Brian Brinlee
Card text
2 VP
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 VP, 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 VP 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)

  • Tunnel's Reaction ability functions when you discard it.
  • You cannot simply choose to discard it; something has to let you or make you discard it.
  • This ability functions whether you discard Tunnel on your own turn (such as due to Oasis) or on someone else's (such as due to Margrave).
  • It functions if Tunnel is discarded from your hand (such as due to Oasis) or from your deck (such as due to Cartographer), or when set aside.
  • If Tunnel would normally not necessarily be revealed (such as when discarding multiple cards to Cartographer), you have to reveal it to get the Gold.
  • Revealing it is optional, even if Tunnel was already revealed for some other reason; you are not forced to gain a Gold.
  • This ability does not function if cards are put into your discard pile without being discarded, such as when you buy a card, when you gain a card directly (such as with Border Village), or when your deck is put into your discard pile (such as with Scavenger from Dominion: Dark Ages).
  • It also does not function during Clean-up, when you normally discard all of your played and unplayed cards.
  • The key thing to look for is a card actually telling you to "discard" cards.
  • The Gold you gain comes from the Supply and is put into your discard pile.

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 $/VP 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 $1 after the initial $2 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

Print Digital Text Release Date
Tunnel Tunnel from Goko/Making Fun 2 VP
When you discard this other than during a Clean-up phase, you may reveal it. If you do, gain a Gold.
Hinterlands October 2011
Tunnel Tunnel from Shuffle iT 2 VP
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

Language Name Print Digital Text Notes
Czech Tunel
Dutch Tunnel
Finnish Tunneli
French Tunnel French language Tunnel 2021 from Shuffle iT 2 VP
Quand vous défaussez cette carte en dehors de la phase Ajustement, vous pouvez la dévoiler pour recevoir un Or.
German Tunnel German language Tunnel 2019 by ASS 2 VP
Wenn du diese Karte außerhalb deiner Aufräumphase ablegst, darfst du sie aufdecken, um ein Gold zu nehmen.
(2019)
Note: rulebook FAQ 2019 for this card significantly shortened
Tunnel German language Tunnel 2021 from Shuffle iT 2 VP
Wenn du diese Karte außerhalb der Aufräumphase ablegst, darfst du sie aufdecken, um ein Gold zu nehmen.
2. Edition
(2022)
Italian Galleria
Japanese 坑道 (pron. kōdō) Japanese language Tunnel 2021 from Shuffle iT 2 VP
このカードをクリーンアップフェイズ以外の場面で捨て札にするとき、これを公開してもよい。公開した場合、金貨1枚を獲得する。
Polish Tunel Polish language Tunnel 2VP
Kiedy odrzucasz tę kartę poza fazą porządków, możesz ją odkryć, aby dodać Złoto.
(2024)
Russian Туннель (pron. tunnyel')
Spanish Túnel

Trivia

Official card art.

Theme

This was a tricky one. I looked at the cards that cause discarding. There were three categories that came up a bunch: 1) attacks; 2) storage-related things like Cellar; 3) navigation-related stuff. Tunnel can be an escape tunnel for the first, a tunnel off of your Cellar for the second, and it's a place you can navigate through for the third. Obv. many discard-involving actions don't fit these categories, but this was the best I could do. And then, in the tunnel you find a vein of gold.

Preview

Tunnel was never officially previewed due to a leak at Essen, but Donald X. later released this text anyway.

Tunnel is a crazy card that does something when you discard it. This includes discarding it to actions like Inn, discarding it to attacks like Militia, and also discarding it without ever having it in your hand, due to actions like Adventurer. Just look for the word "discard" and study the FAQ, once it's available. It does not work with Chancellor, that's the only tricky part. The "clean-up" bit is to make sure it doesn't make Gold just due to discarding your hand at the end of your turn. What you get for your troubles is a Gold. In a Tunnel-heavy game, you may see the Golds run out. And when you're not discarding Tunnel, it's a Victory card, so you'll be happy discarding it. That Victory card is worth 2 VP for a mere $3, and well if that looks crazy, consider exactly how powerful Estate is.

Secret History

For strumphf's 2022 advent calendar, Donald X. went in-depth on the development of Tunnel.

At one point the main set had a card that had you draw a card if you discarded it. It was too wonky of an ability for the main set, and the card was bad anyway, so I cut it. When Hinterlands became its own set, I made a new card with that ability, this time a Witch variant. I ended up cutting that one because I didn't want two ways to get Curses in the set, and preferred Ill-Gotten Gains.

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 +$2 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 VP. It seemed like that might be crazy at $3, but what, why not try it? As you can see, it worked out.

Donald X.'s opinion

People go for this a lot, I mean if there's anything to do they do it. Obv. the smaller combos will break your heart, you wonder why you aren't drawing your Oasis with your Tunnel more often. If you are flipping over more cards, especially without drawing them e.g. Cartographer, it's nice.


People could not believe the Tunnel package. Two VP and it gains you Gold and only costs $3. What crazy broken thing is this? The first trick is that you're comparing it to Estate, but Estate is bad; the second is that "gain a Gold" is a lot worse than it looks.


Cards $2 CrossroadsFool's Gold $3 DevelopGuard DogOasisSchemeTunnel $4 Jack of All TradesNomadsSpice MerchantTraderTrailWeaver $5 BerserkerCartographerCauldronHagglerHighwayInnMargraveSoukStablesWheelwrightWitch's Hut $6 Border VillageFarmland
Removed cards $2 Duchess $3 Oracle $4 Noble BrigandNomad CampSilk Road $5 CacheEmbassyIll-Gotten GainsMandarin
Combos and Counters Trader/Feodum
Other concepts When gain
Dominion Cards
Basic cards $0 CopperCurse $2 Estate $3 Silver $5 Duchy $6 Gold $8 Province
Dominion $2 CellarChapelMoat $3 Harbinger • MerchantVassalVillageWorkshop $4 BureaucratGardensMilitiaMoneylenderPoacherRemodelSmithyThrone Room $5 BanditCouncil RoomFestivalLaboratoryLibraryMarketMineSentry • Witch $6 Artisan
Removed cards: $3 ChancellorWoodcutter $4 FeastSpyThief $6 Adventurer
Intrigue $2 CourtyardLurkerPawn $3 MasqueradeShanty TownStewardSwindlerWishing Well $4 BaronBridgeConspiratorDiplomatIronworksMillMining VillageSecret Passage $5 CourtierDukeMinionPatrolReplaceTorturerTrading PostUpgrade $6 FarmNobles
Removed cards: $2 Secret Chamber $3 Great Hall $4 CoppersmithScout $5 SaboteurTribute
Seaside $2 HavenLighthouseNative Village $3 AstrolabeFishing VillageLookoutMonkeySea ChartSmugglersWarehouse $4 BlockadeCaravanCutpurseIslandSailorSalvagerTide PoolsTreasure Map $5 BazaarCorsairMerchant ShipOutpostPirateSea WitchTacticianTreasuryWharf
Removed cards: $2 EmbargoPearl Diver $3 Ambassador $4 NavigatorPirate ShipSea Hag $5 ExplorerGhost Ship
Alchemy P TransmuteVineyard $2 Herbalist $2P ApothecaryScrying PoolUniversity $3P AlchemistFamiliarPhilosopher's Stone $4 Potion $4P Golem $5 Apprentice $6P Possession
Prosperity $3 AnvilWatchtower $4 BishopClerkInvestmentTiaraMonumentQuarryWorker's Village $5 CharlatanCityCollectionCrystal BallMagnateMintRabbleVaultWar Chest $6 Hoard $6* Grand Market $7 BankExpandForgeKing's Court $8star Peddler $9 Platinum $11 Colony
Removed cards: $3 LoanTrade Route $4 Talisman $5 ContrabandCounting HouseMountebankRoyal SealVenture $6 Goons
Cornucopia & Guilds $2 Candlestick MakerHamlet $2+ FarrierStonemason $3 MenagerieShop $3+ Infirmary $4 AdvisorFarmhandsPlazaRemakeYoung Witch $4+ Herald $5 BakerButcherCarnivalFerrymanFootpadHorn of PlentyHunting PartyJesterJourneymanJoust (Rewards: CoronetCourserDemesneHousecarlHuge TurnipRenown)• Merchant GuildSoothsayer $6 Fairgrounds
Removed cards: $3 Fortune Teller $3+ DoctorMasterpiece $4 Farming VillageHorse TradersTaxmanTournament (Prizes: Bag of GoldDiademFollowersPrincessTrusty Steed) $5 Harvest
Hinterlands $2 CrossroadsFool's Gold $3 DevelopGuard DogOasisSchemeTunnel $4 Jack of All TradesNomadsSpice MerchantTraderTrailWeaver $5 BerserkerCartographerCauldronHagglerHighwayInnMargraveSoukStablesWheelwrightWitch's Hut $6 Border VillageFarmland
Removed cards: $2 Duchess $3 Oracle $4 Noble BrigandNomad CampSilk Road $5 CacheEmbassyIll-Gotten GainsMandarin
Dark Ages $0 Ruins (Abandoned MineRuined LibraryRuined MarketRuined VillageSurvivors) $0* Spoils $1 Poor HouseShelters (HovelNecropolisOvergrown Estate) $2 BeggarSquireVagrant $3 ForagerHermit (Madman) • Market SquareSageStoreroomUrchin (Mercenary) $4 ArmoryDeath CartFeodumFortressIronmongerMarauderProcessionRatsScavengerWandering Minstrel $5 Band of MisfitsBandit CampCatacombsCountCounterfeitCultistGraverobberJunk DealerKnights (Dames Dame AnnaDame JosephineDame MollyDame NatalieDame Sylvia • Sirs Sir BaileySir DestrySir MartinSir MichaelSir Vander) • MysticPillageRebuildRogue $6 AltarHunting Grounds
Adventures $2 Coin of the RealmPage (Treasure HunterWarriorHeroChampion) • Peasant (SoldierFugitiveDiscipleTeacher) • RatcatcherRaze $3 AmuletCaravan GuardDungeonGearGuide $4 DuplicateMagpieMessengerMiserPortRangerTransmogrify $5 ArtificerBridge TrollDistant LandsGiantHaunted WoodsLost CityRelicRoyal CarriageStorytellerSwamp HagTreasure TroveWine Merchant $6 Hireling
Events: $0 AlmsBorrowQuest $1 Save $2 Scouting PartyTravelling Fair $3 BonfireExpeditionFerryPlan $4 MissionPilgrimage $5 BallRaidSeawayTrade $6 Lost ArtsTraining $7 Inheritance $8 Pathfinding
Empires 4D Engineer 8D City QuarterOverlordRoyal Blacksmith $2 Encampment/PlunderPatrician/EmporiumSettlers/Bustling Village $3 Castles (Humble CastleCrumbling CastleSmall CastleHaunted CastleOpulent CastleSprawling CastleGrand CastleKing's Castle) • Catapult/RocksChariot RaceEnchantressFarmers' MarketGladiator/Fortune $4 SacrificeTempleVilla $5 ArchiveCapitalCharmCrownForumGroundskeeperLegionaryWild Hunt
Events: 5D Triumph 8D AnnexDonate $0 Advance $2 DelveTax $3 Banquet $4 RitualSalt the Earth $43D Wedding $5 Windfall $6 Conquest $14 Dominate
Landmarks: AqueductArenaBandit FortBasilicaBathsBattlefieldColonnadeDefiled ShrineFountainKeepLabyrinthMountain PassMuseumObeliskOrchardPalaceTombTowerTriumphal ArchWallWolf Den
Nocturne $0* Will-o'-WispWish $2 DruidFaithful HoundGuardianMonasteryPixie (Goat) • Tracker (Pouch) $2* Imp $3 ChangelingFool (Lost in the WoodsLucky Coin) • Ghost TownLeprechaunNight WatchmanSecret Cave (Magic Lamp) $4 BardBlessed VillageCemetery (Haunted Mirror) • ConclaveDevil's WorkshopExorcistNecromancer (Zombies: Zombie ApprenticeZombie MasonZombie Spy) • Shepherd (Pasture) • Skulk $4* Ghost $5 CobblerCryptCursed VillageDen of SinIdolPooka (Cursed Gold) • Sacred GroveTormentorTragic HeroVampire (Bat) • Werewolf $6 Raider
Boons: The Earth's GiftThe Field's GiftThe Flame's GiftThe Forest's GiftThe Moon's GiftThe Mountain's GiftThe River's GiftThe Sea's GiftThe Sky's GiftThe Sun's GiftThe Swamp's GiftThe Wind's Gift
Hexes: Bad OmensDelusion (Deluded) • Envy (Envious) • FamineFearGreedHauntingLocustsMisery (Miserable/Twice Miserable) • PlaguePovertyWar
Renaissance $2 Border Guard (HornLantern) • DucatLackeys $3 Acting TroupeCargo ShipExperimentImprove $4 Flag Bearer (Flag) • HideoutInventorMountain VillagePatronPriestResearchSilk Merchant $5 Old WitchRecruiterScepterScholarSculptorSeerSpicesSwashbuckler (Treasure Chest) • Treasurer (Key) • Villain
Projects: $3 CathedralCity GatePageantSewersStar Chart $4 ExplorationFairSilosSinister Plot $5 AcademyCapitalismFleetGuildhallPiazzaRoad Network $6 BarracksCrop RotationInnovation $7 Canal $8 Citadel
Menagerie $2 Black CatSleighSupplies $3 Camel TrainGoatherdScrapSheepdogSnowy VillageStockpile $3* Horse $4 Bounty HunterCardinalCavalryGroomHostelryVillage Green $5 BargeCovenDisplaceFalconerGatekeeperHunting LodgeKilnLiveryMastermindPaddockSanctuary $5* Fisherman $6* DestrierWayfarer $7* Animal Fair
Events: $0 DelayDesperation $2 GamblePursueRideToil $3 EnhanceMarchTransport $4 BanishBargainInvestSeize the Day $5 CommerceDemandStampede $7 Reap $8 Enclave $10 AlliancePopulate
Ways: Way of the ButterflyWay of the CamelWay of the ChameleonWay of the FrogWay of the GoatWay of the HorseWay of the MoleWay of the MonkeyWay of the MouseWay of the MuleWay of the OtterWay of the OwlWay of the OxWay of the PigWay of the RatWay of the SealWay of the SheepWay of the SquirrelWay of the TurtleWay of the Worm
Allies $2 BaubleSycophantTownsfolk (Town Crier / Blacksmith / Miller / Elder) $3 Augurs (Herb Gatherer / Acolyte / Sorceress / Sibyl) • Clashes (Battle Plan / Archer / Warlord / Territory) • Forts (Tent / Garrison / Hill Fort / Stronghold) • ImporterMerchant CampOdysseys (Old Map / Voyage / Sunken Treasure / Distant Shore) • SentinelUnderlingWizards (Student / Conjurer / Sorcerer / Lich) $4 BrokerCarpenterCourierInnkeeperRoyal GalleyTown $5 BarbarianCapital CityContractEmissaryGalleriaGuildmasterHighwaymanHunterModifySkirmisherSpecialistSwap $6 Marquis
Allies: Architects' GuildBand of NomadsCave DwellersCircle of WitchesCity-stateCoastal HavenCrafters' GuildDesert GuidesFamily of InventorsFellowship of ScribesForest DwellersGang of PickpocketsIsland FolkLeague of BankersLeague of ShopkeepersMarket TownsMountain FolkOrder of AstrologersOrder of MasonsPeaceful CultPlateau ShepherdsTrappers' LodgeWoodworkers' Guild
Plunder $2 CageGrottoJewelled EggSearchShaman $3 Secluded ShrineSirenStowawayTaskmaster $4 AbundanceCabin BoyCrucibleFlagshipFortune HunterGondolaHarbor VillageLanding PartyMapmakerMaroonRopeSwamp ShacksTools $5 Buried TreasureCrewCutthroatEnlargeFigurineFirst MateFrigateLongshipMining RoadPendantPickaxePilgrimQuartermasterSilver MineTricksterWealthy Village $6 Sack of Loot $7 King's Cache $7* Loots (AmphoraDoubloonsEndless ChaliceFigureheadHammerInsigniaJewelsOrbPrize GoatPuzzle BoxSextantShieldSpell ScrollStaffSword)
Events: $1 Bury $2 AvoidDeliverPerilRush $3 ForayLaunchMirrorPrepareScrounge $4 MaelstromJourney $6 Looting $10 InvasionProsper
Traits: CheapCursedFatedFawningFriendlyHastyInheritedInspiringNearbyPatientPiousRecklessRichShyTireless
Rising Sun 5D Mountain Shrine 6D Daimyo 8D Artist $2 FishmongerSnake Witch $3 AristocratCraftsmanRiverboatRoot Cellar $4 AlleyChangeNinjaPoetRiver ShrineRustic Village $5 Gold MineImperial EnvoyKitsuneLitterRice BrokerRoninTanukiTea House $6 Samurai $7 Rice
Events: 8D Continue $2 AmassAsceticismCreditForesight $3 KintsugiPractice $4 Sea Trade $5 Receive Tribute $7 Gather
Prophecies: Approaching ArmyBiding TimeBureaucracyDivine WindEnlightenmentFlourishing TradeGood HarvestGreat LeaderGrowthHarsh WinterKind EmperorPanicProgressRapid ExpansionSickness
Promo $3 Black MarketChurch $4 DismantleEnvoySauna/AvantoWalled Village $5 GovernorMarchlandStash $6 Captain $8 Prince
Events: $5 Summon
Base Cards $0 CopperCurse $2 Estate $3 Silver $4 Potion $5 Duchy $6 Gold $8 Province $9 Platinum $11 Colony
See also: Second EditionErrataOuttakes (Confusion) • Fan cardsCard storageList of cards (in other languages)