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{{Infobox Card
{{Infobox Card
  |name = Stronghold
  |name = Stronghold
Line 4: Line 6:
  |set = Allies
  |set = Allies
  |type1 = Action
  |type1 = Action
  |type2 = Duration
  |type2 = Victory
  |type3 = Victory
  |type3 = Duration
  |type4 = Fort
  |type4 = Fort
  |illustrator = Garret DeChellis
  |illustrator = Garret DeChellis
  |text = Choose one: +{{Cost|3}}; or at the start of your next turn, '''+3 Cards'''.
  |text = Choose one: {{Costplus|3}}; or at the start of your next turn, '''+3 Cards'''.
  |text2 = {{VP|'''2'''|l}}
  |text2 = {{VP|2|l}}
}}
}}


'''Stronghold''' is an [[Action]]-[[Duration]]-[[Victory]]-[[Fort]] card from [[Allies]]. It gives you a choice between [[terminal]] {{cost}} now, or [[duration draw]] for your next turn, and is worth {{VP|2}} as well. It is part of a split pile that it shares with the other Forts, {{card|Tent}}, {{card|Garrison}}, and {{card|Hill Fort}}.
'''Stronghold''' is an [[Action]]-[[Duration]]-[[Victory]]-[[Fort]] card from [[Allies]]. It gives you a choice between [[terminal]] {{cost}} now, or [[duration draw]] for your next turn, and is worth {{VP|2}} as well.
 
It is part of a [[split pile]] that it shares with the other Forts: {{card|Tent}}, {{card|Garrison}}, and {{card|Hill Fort}}.


== FAQ ==
== FAQ ==
=== Official FAQ ===
=== Official FAQ ===
* If you choose +{{Cost|3}}, Stronghold will be discarded that turn; if you choose the +3 Cards next turn, Stronghold will stay out until that turn's Clean-up (and if you choose both via {{Card|Elder}}, it will stay out).
* If you choose {{Costplus|3}}, Stronghold will be discarded that turn; if you choose the +3 Cards next turn, Stronghold will stay out until that turn's Clean-up (and if you choose both via {{Card|Elder}}, it will stay out).


== Strategy ==
== Strategy ==
Stronghold plays surprisingly differently from other superficially-similar hybrid treasure cards such as {{Card|Nobles}} or {{Card|Farm}}, both of which also cost {{Cost|6}} and are worth {{VP|2}}, and not just because it is a [[fort]] and thus less straightforward or reliable to obtain. The choice given here tends to be more useful than the choice given by Nobles, where one of the choices (+2 Actions) is markedly weaker than the other. In this case, both choices are relatively strong, and the choice of taking a benefit now or delaying it until next turn tends to make this card even more beneficial than if either choice had to be taken on the same turn. Unlike Farm, however, this card requires a spare action to play.
Stronghold is an attractive late-game buy in engines with excess actions to spare, where it adds almost as much VP as a {{Card|Duchy}} but while tending to increase the deck's power. The possibility of delaying draw until next turn can often guarantee a successful subsequent turn if the current turn is a dud, and for this reason it can somewhat counter handsize attacks.
It is weak, however, when Villages are scarce or actions are otherwise at a premium. If it is consistently drawn dead, it is worse than a Duchy and much worse than a {{Card|Gold}}. It tends not to fit well into money strategies for this reason, especially if they already have an optimal density of terminal draw around the time this card would be purchased. However, occasionally this card can make an okay purchase if the timing of it becoming available and you having enough money to buy it falls right when you want to buy a second terminal action.
===External strategy articles===
===External strategy articles===
== Versions ==
== Versions ==
===English versions===
===English versions===
{| class="wikitable" style="text-align:center;"
{| class="wikitable" style="text-align:center;"
! Print !! Digital !! Text !! Release !! Date  
! Print !! Digital !! Text !! Release !! Date
|-
|-
| {{CardLangVersionImage}} || {{CardLangVersionImage|d=1}} || style="padding:0px 20px;"| Choose one: {{nowrap|+{{Cost|3}};}}<br> or at the start of your next turn, '''+3&nbsp;Cards'''.<hr style="width:66%;text-align:center;margin-left:17%;"><span style="font-family:Times New Roman; font-size:250%;">'''2'''[[File:VP.png|27px|bottom]]</span> || Allies || March 2022
| {{CardLangVersionImage}} || {{CardLangVersionImage|d=1}} || style="padding:0px 20px;"| Choose one: {{Costplus|3}};<br> or at the start of your next turn, '''+3&nbsp;Cards'''.{{Divline}}{{VP|2|l}} || Allies || March 2022
|}
|}


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{| class="wikitable" style="text-align:center;"
{| class="wikitable" style="text-align:center;"
! Language !! Name !! Print !! Digital !! Text !! Notes
! Language !! Name !! Print !! Digital !! Text !! Notes
|-
! Dutch
| Ridderkasteel || {{CardLangVersionImage|Dutch}} || {{CardLangVersionImage|Dutch|d=1}} || Kies 1 van de volgende: {{Costplus|3}};<br>of aan het begin van je volgende<br>beurt: '''+3 Kaarten'''.{{Divline}}{{VP|2|l}} || (2022)
|-
|-
! German
! German
| Burg || {{CardLangVersionImage|German}} || {{CardLangVersionImage|German|d=1}} || style="padding:0px 20px;"| ||  
| Burg || {{CardLangVersionImage|German}} || {{CardLangVersionImage|German|d=1}} || style="padding:15px 20px;"| Wähle eins: {{Costplus|3}}; oder<br>zu Beginn deines nächsten Zuges: '''+3&nbsp;Karten'''.{{Divline}}{{VP|2|l}} ||
|}
|}


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=== Secret History ===
=== Secret History ===
{{Quote
{{Quote
|Text=  
|Text=
And there was a {{Card|Moat}}, because, aren't Forts things that keep attacks out? But the pile didn't have an attack. Stronghold started out dividing tokens between this turn and next, with them giving +{{Cost}} this turn and +Cards next turn. You did not tend to finagle this so much, and it was way simpler to just offer up +{{Cost|4}} this turn or +4 Cards next turn. I mean +{{Cost|3}} this turn or +3 Cards next turn. This one also tried giving +Cards at end of turn when gained/trashed, before just getting 2{{VP}}. It's nice to have {{VP}} on some of the bottom cards for the split piles, since sometimes you don't see them for a while.
And there was a {{Card|Moat}}, because, aren't Forts things that keep attacks out? But the pile didn't have an attack. Stronghold started out dividing tokens between this turn and next, with them giving {{Costplus}} this turn and +Cards next turn. You did not tend to finagle this so much, and it was way simpler to just offer up {{Costplus|4}} this turn or +4 Cards next turn. I mean {{Costplus|3}} this turn or +3 Cards next turn. This one also tried giving +Cards at end of turn when gained/trashed, before just getting {{VP|2}}. It's nice to have {{VP}} on some of the bottom cards for the split piles, since sometimes you don't see them for a while.
|Name=[[Donald X. Vaccarino]]
|Name=[[Donald X. Vaccarino]]
|Source=[http://forum.dominionstrategy.com/index.php?topic=21129.0 The Secret History of Dominion: Allies]
|Source=[http://forum.dominionstrategy.com/index.php?topic=21129.0 The Secret History of Dominion: Allies]
Line 52: Line 64:
{{Navbox Allies}}
{{Navbox Allies}}
{{Navbox Cards}}
{{Navbox Cards}}
[[Category:Terminals]]
[[Category:Choice cards]]
[[Category:Virtual coin]]
[[Category:Duration draw]]
[[Category:Alt VP]]

Latest revision as of 07:32, 22 August 2024

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Stronghold
Info
Cost $6
Type(s) Action - Victory - Duration - Fort
Kingdom card? Yes
Set Allies
Illustrator(s) Garret DeChellis
Card text
Choose one: +$3; or at the start of your next turn, +3 Cards.
2 VP

Stronghold is an Action-Duration-Victory-Fort card from Allies. It gives you a choice between terminal $ now, or duration draw for your next turn, and is worth 2 VP as well.

It is part of a split pile that it shares with the other Forts: Tent, Garrison, and Hill Fort.

FAQ

Official FAQ

  • If you choose +$3, Stronghold will be discarded that turn; if you choose the +3 Cards next turn, Stronghold will stay out until that turn's Clean-up (and if you choose both via Elder, it will stay out).

Strategy

Stronghold plays surprisingly differently from other superficially-similar hybrid treasure cards such as Nobles or Farm, both of which also cost $6 and are worth 2 VP, and not just because it is a fort and thus less straightforward or reliable to obtain. The choice given here tends to be more useful than the choice given by Nobles, where one of the choices (+2 Actions) is markedly weaker than the other. In this case, both choices are relatively strong, and the choice of taking a benefit now or delaying it until next turn tends to make this card even more beneficial than if either choice had to be taken on the same turn. Unlike Farm, however, this card requires a spare action to play.

Stronghold is an attractive late-game buy in engines with excess actions to spare, where it adds almost as much VP as a Duchy but while tending to increase the deck's power. The possibility of delaying draw until next turn can often guarantee a successful subsequent turn if the current turn is a dud, and for this reason it can somewhat counter handsize attacks.

It is weak, however, when Villages are scarce or actions are otherwise at a premium. If it is consistently drawn dead, it is worse than a Duchy and much worse than a Gold. It tends not to fit well into money strategies for this reason, especially if they already have an optimal density of terminal draw around the time this card would be purchased. However, occasionally this card can make an okay purchase if the timing of it becoming available and you having enough money to buy it falls right when you want to buy a second terminal action.

External strategy articles

Versions

English versions

Print Digital Text Release Date
Stronghold Stronghold from Shuffle iT Choose one: +$3;
or at the start of your next turn, +3 Cards.
2 VP
Allies March 2022

Other language versions

Language Name Print Digital Text Notes
Dutch Ridderkasteel Dutch language Stronghold Kies 1 van de volgende: +$3;
of aan het begin van je volgende
beurt: +3 Kaarten.
2 VP
(2022)
German Burg German language Stronghold German language Stronghold from Shuffle iT Wähle eins: +$3; oder
zu Beginn deines nächsten Zuges: +3 Karten.
2 VP

Trivia

Official card art.

Stronghold is one of the few cards with four types.

Under Capitalism, Stronghold is the only card that can have five types.

Secret History

And there was a Moat, because, aren't Forts things that keep attacks out? But the pile didn't have an attack. Stronghold started out dividing tokens between this turn and next, with them giving +$ this turn and +Cards next turn. You did not tend to finagle this so much, and it was way simpler to just offer up +$4 this turn or +4 Cards next turn. I mean +$3 this turn or +3 Cards next turn. This one also tried giving +Cards at end of turn when gained/trashed, before just getting 2 VP. It's nice to have VP on some of the bottom cards for the split piles, since sometimes you don't see them for a while.


Cards $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
Other concepts FavorsSplit piles
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)