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Secret Cave is a [[Duration]] [[cantrip]] that lets you discard three cards in exchange for {{Cost|3}} on your next turn. While this can enable you to spike higher pricepoints, especially during the early stages of the game (e.g. for {{Event|Inheritance}}), or generate {{Cost}} when you have [[overdraw]] or [[draw-to-X]] cards such as {{Card|Cursed Village}}, Secret Cave is usually not an efficient source of economy. Benefits now are generally better than benefits later, and having to wait a turn to get the {{Cost|3}} is usually detrimental. Additionally, because you discard three cards for {{Cost|3}}, Secret Cave effectively pushes you towards a [[money density]] of {{Cost|1}} per [[stop card]], an unimpressive mark. Rather, Secret Cave’s primary function in many [[Kingdom]]s is to make it easier to activate its [[Heirloom]], {{Card|Magic Lamp}}.  
Secret Cave is a [[Duration]] [[cantrip]] that lets you discard three cards in exchange for {{Cost|3}} on your next turn. While this can enable you to spike higher pricepoints, especially during the early stages of the game (e.g. for {{Event|Inheritance}}), or generate {{Cost}} when you have [[overdraw]] or [[draw-to-X]] cards such as {{Card|Cursed Village}}, Secret Cave is usually not an efficient source of economy. Benefits now are generally better than benefits later, and having to wait a turn to get the {{Cost|3}} is usually detrimental. Additionally, because you discard three cards for {{Cost|3}}, Secret Cave effectively pushes you towards a [[money density]] of {{Cost|1}} per [[stop card]], an unimpressive mark. Rather, Secret Cave’s primary function in many [[Kingdom]]s is to make it easier to activate its [[Heirloom]], {{Card|Magic Lamp}}.  


{{Card|Magic Lamp}} offers a [[one-shot]] effect of gaining three {{Card|Wish|Wishes}} if you can assemble six unique cards in play. This is almost always an important goal in the early game because {{Card|Wish}} is a very powerful [[gainer]] and enabler of [[gain-and-play]]. To achieve this objective, you must usually [[build]] towards two things: at least six unique cards in deck, and just enough [[deck control]] to get all six of those (including {{Card|Magic Lamp}}) into play at the same time, without playing multiple copies of any of them. Because you start with {{Card|Copper|Coppers}} and a {{Card|Magic Lamp}}, you usually need to acquire four more playable uniques. This generally means adding a few different Action cards (having some nonterminals makes them easier to put into play on the same turn) and avoiding duplicate purchases at first; [[Treasure]]s can also be helpful (e.g. {{Card|Silver}} or {{Card|Supplies}}). Secret Cave itself is a cantrip that helps you achieve six unique cards, and as a Duration card, it provides two opportunities per play to contribute to the number of uniques in play. This is only the case if you make use of its discarding effect (it won’t stay in play until your next turn otherwise), so it’s sometimes worth discarding solely for the purpose of helping to activate {{Card|Magic Lamp}} on your next turn; you’ll usually want to make this decision based on [[deck tracking]]. In addition to acquiring more unique cards, [[thinning]] greatly helps with {{Card|Magic Lamp}} activation, in that it can remove {{Card|Estate|Estates}} that you cannot put into play and excess {{Card|Copper|Coppers}} which don’t contribute to your count of unique cards, as well as allowing you to draw your unique cards more easily. Good [[draw]] is also often important, as it lets you assemble more cards in your hand to find six distinct ones. {{Card|Necropolis}} (in games with [[Shelter]]s) and other Heirlooms mean you occasionally start with more unique cards than usual, accelerating the process of activating {{Card|Magic Lamp}}.  
{{Card|Magic Lamp}} offers a [[one-shot]] effect of gaining three {{Card|Wish|Wishes}} if you can assemble six unique cards in play. This is almost always an important goal in the early game because {{Card|Wish}} is a very powerful [[gainer]] and enabler of [[gain-and-play]]. To achieve this objective, you must usually [[build]] towards two things: at least six unique cards in deck, and just enough [[deck control]] to get all six of those (including {{Card|Magic Lamp}}) into play at the same time, without playing multiple copies of any of them. Because you start with {{Card|Copper|Coppers}} and a {{Card|Magic Lamp}}, you usually need to acquire four more playable uniques. This generally means adding a few different Action cards (having some nonterminals makes them easier to put into play on the same turn) and avoiding duplicate purchases at first; [[Treasure]]s can also be helpful (e.g. {{Card|Silver}} or {{Card|Supplies}}). Secret Cave itself is a cantrip that helps you achieve six unique cards, and as a Duration card, it provides two opportunities per play to contribute to the number of uniques in play. This is only the case if you make use of its discarding effect (it won’t stay in play until your next turn otherwise), so it’s sometimes worth discarding solely for the purpose of helping to activate {{Card|Magic Lamp}} on your next turn; you’ll usually want to make this decision based on [[deck tracking]]. In addition to acquiring more unique cards, [[thinning]] greatly helps with {{Card|Magic Lamp}} activation, in that it can remove {{Card|Estate|Estates}} that you cannot put into play and excess {{Card|Copper|Coppers}} which don’t contribute to your count of unique cards, as well as allowing you to draw your unique cards more easily. Good [[draw]] is also often important, as it lets you assemble more cards in your hand to find six distinct ones. {{Card|Necropolis}} (in games with {{Card|Shelters}}) and other Heirlooms mean you occasionally start with more unique cards than usual, accelerating the process of activating {{Card|Magic Lamp}}.  


An important synergy is with {{Card|Treasurer}}, with which you can regain {{Card|Magic Lamp}} from the trash for more opportunities to reactivate its benefit.
An important synergy is with {{Card|Treasurer}}, with which you can regain {{Card|Magic Lamp}} from the trash for more opportunities to reactivate its benefit.

Revision as of 20:25, 10 September 2024

Secret Cave
Info
Cost $3
Type(s) Action - Duration
Kingdom card? Yes
Set Nocturne
Illustrator(s) Ryan Laukat
Card text

+1 Card
+1 Action

You may discard 3 cards. If you did, then at the start of your next turn, +$3.

Heirloom: Magic Lamp

Secret Cave is an Action-Duration card from Nocturne. It's a discard for benefit cantrip that can provide you with +$3 on your next turn if you discard 3 cards from your hand now. Games using Secret Cave include the Heirloom Magic Lamp.

FAQ

Official FAQ

  • If you do not discard three cards, Secret Cave is discarded from play at end of turn.
  • If you do discard three cards, Secret Cave stays out until the Cleanup of your next turn, and you get +$3 at the start of that turn.
  • You can choose to discard three cards even with fewer cards in hand, and will discard your remaining cards, but will not get the bonus.
  • In games using Secret Cave, replace one of your starting Coppers with a Magic Lamp.

Other rules clarifications

Strategy

Secret Cave is a Duration cantrip that lets you discard three cards in exchange for $3 on your next turn. While this can enable you to spike higher pricepoints, especially during the early stages of the game (e.g. for Inheritance), or generate $ when you have overdraw or draw-to-X cards such as Cursed Village, Secret Cave is usually not an efficient source of economy. Benefits now are generally better than benefits later, and having to wait a turn to get the $3 is usually detrimental. Additionally, because you discard three cards for $3, Secret Cave effectively pushes you towards a money density of $1 per stop card, an unimpressive mark. Rather, Secret Cave’s primary function in many Kingdoms is to make it easier to activate its Heirloom, Magic Lamp.

Magic Lamp offers a one-shot effect of gaining three Wishes if you can assemble six unique cards in play. This is almost always an important goal in the early game because Wish is a very powerful gainer and enabler of gain-and-play. To achieve this objective, you must usually build towards two things: at least six unique cards in deck, and just enough deck control to get all six of those (including Magic Lamp) into play at the same time, without playing multiple copies of any of them. Because you start with Coppers and a Magic Lamp, you usually need to acquire four more playable uniques. This generally means adding a few different Action cards (having some nonterminals makes them easier to put into play on the same turn) and avoiding duplicate purchases at first; Treasures can also be helpful (e.g. Silver or Supplies). Secret Cave itself is a cantrip that helps you achieve six unique cards, and as a Duration card, it provides two opportunities per play to contribute to the number of uniques in play. This is only the case if you make use of its discarding effect (it won’t stay in play until your next turn otherwise), so it’s sometimes worth discarding solely for the purpose of helping to activate Magic Lamp on your next turn; you’ll usually want to make this decision based on deck tracking. In addition to acquiring more unique cards, thinning greatly helps with Magic Lamp activation, in that it can remove Estates that you cannot put into play and excess Coppers which don’t contribute to your count of unique cards, as well as allowing you to draw your unique cards more easily. Good draw is also often important, as it lets you assemble more cards in your hand to find six distinct ones. Necropolis (in games with Shelters) and other Heirlooms mean you occasionally start with more unique cards than usual, accelerating the process of activating Magic Lamp.

An important synergy is with Treasurer, with which you can regain Magic Lamp from the trash for more opportunities to reactivate its benefit.

Versions

English versions

Print Digital Text Release Date
Secret Cave Secret Cave from Shuffle iT

+1 Card
+1 Action

You may discard 3 cards. If you did, then at the start of your next turn, +$3.

  Heirloom: Magic Lamp   
Nocturne November 2017

Other language versions

Language Name Print Digital Text Notes
Dutch Geheime grot
French Grotte secrète French language Secret Cave 2021 from Shuffle iT

+1 Carte
+1 Action

Vous pouvez défausser 3 cartes. Dans ce cas, au début de votre prochain tour, +$3.

  Patrimoine : Lampe magique  
German Geheime Höhle German language Secret Cave 2017 by ASS German language Secret Cave 2021 from Shuffle iT

+1 Karte
+1 Aktion

Du darfst 3 Handkarten ablegen. Wenn du das tust, zu Beginn deines nächsten Zuges: +$3.

  Erbstück: Wunderlampe   
(2017)
Japanese 秘密の洞窟
(pron. himitsu no dōkutsu)

+1 カードを引く
+1 アクション
手札3枚を捨て札にしてもよい。捨て札にした場合、あなたの次のターンの開始時に、+$3

  (家宝: 魔法のランプ)  
Russian Тайный Грот (pron. tayny grot)

Trivia

Official card art.

Secret History

Secret Cave came from testing cards out for the Sauna / Avanto promo. You're doing less this turn because you're in the Sauna; that was the angle. We liked it and I put it in the file when something else became Sauna. Here it is in Nocturne. As a Sauna it said "if you don't buy anything this turn," and I changed it to discarding 3 cards.

Donald X.'s opinion

Well I don't know what exactly the ranking sums up, what it says about say how often you get a card, but I almost always get this. The thing is it's always in a game with Magic Lamp. Odds are I want to pop that Lamp, I mean there are exceptions but they are rare. And Secret Cave is a 6th card on two turns. So, I get it. And then later, it may just cycle a lot, but sometimes you'll do it. Sometimes there's a combo, like Cursed Village.


Cards $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: ApprenticeMasonSpy) • Shepherd (Pasture) • Skulk $4* Ghost $5 CobblerCryptCursed VillageDen of SinIdolPooka (Cursed Gold) • Sacred GroveTormentorTragic HeroVampire (Bat) • Werewolf $6 Raider
Boons EarthFieldFlameForestMoonMountainRiverSeaSkySunSwampWind
Hexes Bad OmensDelusion (Deluded) • Envy (Envious) • FamineFearGreedHauntingLocustsMisery (Miserable/Twice Miserable) • PlaguePovertyWar
Other concepts NightHeirloomFateDoomSpiritState
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 $6 Harem
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 AnnaJosephineMollyNatalieSylvia • Sirs BaileyDestryMartinMichaelVander) • 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 (HumbleCrumblingSmallHauntedOpulentSprawlingGrandKing's) • 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: ApprenticeMasonSpy) • Shepherd (Pasture) • Skulk $4* Ghost $5 CobblerCryptCursed VillageDen of SinIdolPooka (Cursed Gold) • Sacred GroveTormentorTragic HeroVampire (Bat) • Werewolf $6 Raider
Boons: The Earth's GiftFieldFlameForestMoonMountainRiverSeaSkySunSwampWind
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: ButterflyCamelChameleonFrogGoatHorseMoleMonkeyMouseMuleOtterOwlOxPigRatSealSheepSquirrelTurtleWorm
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)