Haunted Woods

From DominionStrategy Wiki
Revision as of 21:44, 24 August 2024 by Tick Tock (talk | contribs) (→‎Official FAQ (2022): editorialize)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search
Haunted Woods
Info
Cost $5
Type(s) Action - Attack - Duration
Kingdom card? Yes
Set Adventures
Illustrator(s) Kurt Miller
Card text

At the start of your next turn: +3 Cards.

Until then, when any other player gains a card they bought, they put their hand onto their deck in any order.

Haunted Woods is an Action-Attack-Duration from Adventures. It provides duration draw and slows your opponents' cycling by forcing them to return to their deck, rather than discard, any cards they still have in hand at the end of their turn if they buy a card.

FAQ

Official FAQ (2022)

  • Playing this sets up two effects for the future: you'll draw 3 cards at the start of your next turn; and until then, other players will put the rest of their hand on their deck whenever they gain a card they bought.
  • A player might not have any cards left in hand when buying a card.
  • A player may intentionally avoid playing Treasures and Actions in order to take advantage of having to put their hand on their deck.
  • Players who do not buy any cards can discard their hand normally.
  • Gaining a card via playing a card, like Treasure Trove, or via buying an Event, like Alms, does not trigger this.
  • If you play Haunted Woods and then take an extra turn immediately, such as with Mission, you will [resolve getting +3 Cards] at the start of that turn and discard Haunted Woods that turn, and other players will never be affected by it.
  • If you want to use a Reaction card like Moat against Haunted Woods, you have to use it right when Haunted Woods is played.

Other rules clarifications

  • Gaining cards without buying them, such as by playing Workshop or Sunken Treasure, does not trigger Haunted Woods' effect.
  • Buying cards with Black Market does trigger Haunted Woods' effect, even though it usually happens in the Action phase.
  • In 2022, Haunted Woods got reworded so that the attack triggers after players gain the card they bought, instead of before. This means that if you buy a card that gets gained to your hand (e.g. Ghost Town), Haunted Woods will make you put it onto your deck.
  • Some cards have on-gain abilities that affect your hand; these may be ordered before or after Haunted Woods. For instance, if you buy a Cavalry while subject to Haunted Woods, you can choose to use Cavalry's ability to get +2 cards either before topdecking your hand (in which case the 2 cards you drew will go back to your deck) or after (in which case you will draw back 2 of the cards you topdecked).

Deprecated official FAQ (2016)

  • Playing this sets up two effects for the future: you will draw 3 cards at the start of your next turn; and until then, other players will put the rest of their hand on their deck whenever they buy a card.
  • A player may have no cards left in hand when buying a card; typically cards left in hand will include Victory cards, Curses, and unplayed Actions.
  • A player may intentionally avoid playing Treasures and Actions in order to take advantage of having to put his hand on his deck.
  • Players who do not buy any cards can discard their hand normally.
  • Buying Events is not buying cards and so does not trigger this.
  • If you play Haunted Woods and then take an extra turn immediately, such as with Mission or Outpost (from Seaside), you will draw the 3 cards at the start of that turn and discard Haunted Woods that turn, and other players will never be affected by it.
  • If you want to use a Reaction card like Moat against Haunted Woods, you have to use it right when Haunted Woods is played.
Deprecated rules clarifications (2015, 2016, 2021)
  • Gaining cards without buying them first does not trigger Haunted Woods' effect.
  • Gaining happens after buying, so when-gain effects (such as Inn's deck-shuffling) occur after you topdeck your hand.
  • When-buy effects happen at the same time as Haunted Woods' effects; the Attacked player chooses in which order to resolve them.
  • If you buy a card that gets gained to your hand (like Ghost Town), you topdeck your hand (even if it's empty) before the Ghost Town goes to your hand.

Strategy

Haunted Woods provides useful terminal Duration draw and a topdecking Attack that can slow your opponent’s cycling and may even cause duds. Drawing cards at the start of your turn is very helpful for increasing engine reliability and reducing the risk of a dud. If there is no engine to be built, Haunted Woods is also a worthwhile substitute for terminal draw for a money strategy: although being on the receiving end of the attack can pose a serious problem to this type of strategy in the greening phase, an advantage is that Haunted Woods cannot draw Action cards dead, so gaining some additional Action cards (e.g. cantrips) is much less risky than with other terminal sources of draw in cases where you lack deck control.

In terms of draw, Haunted Woods provides no immediate benefit on the turn you play it. This means it is slow to improve your deck when you obtain and play your first copy, and it is also a potentially turn-ending stop card when you draw it. While the former is likely less of an issue if you can gain-and-play it, either with overdraw and a gainer or with an effect like Innovation or March, these factors mean Haunted Woods lacks the tempo boost provided by other draw cards. Additionally, as it's a Duration card, you need twice as many copies as you would need Smithies to draw the same number of cards every turn. In sum, while Haunted Woods can be serviceable as your primary source of draw, it is often best used as a supplement to other sources if the Kingdom offers these, likely in the form of a single pair of alternating copies. This has the benefit of providing consistency both in increasing your starting hand size without excessive investment, and in applying the attack.

The impact of the Haunted Woods attack mostly depends on the amount of junk in your deck and the degree of control you have over it. Having to topdeck multiple Victory cards or Curses, for instance, can make your next turn significantly worse while also slowing down your deck cycling and delaying your next shuffle. Junking attacks, early greening, and a lack of Estate thinning all therefore increase the impact of Haunted Woods. Conversely, the impact of the attack can be reduced by the availability of sifters, Exilers, and other discarding effects (such as Mill) which can remove bad cards from a hand to avoid topdecking them, or the presence of strong Events that are desirable purchases in place of a card (such as Summon or Dominate). Under some circumstances, the Haunted Woods attack can be harmless (most commonly during the midgame with good trashing and therefore junk-free decks) or even helpful, if it enables topdecking of excess sifters, for example.

Even in the presence of such mitigating effects, Haunted Woods also strongly counters anything you would like to play after buying a card. Most notably, this includes Night cards (such as Den of Sin) and effects that allow you to buy cards before continuing your turn (such as Villa and Black Market). While it is still possible to play around the attack with these cards, most commonly by not buying anything, this does greatly hamper their appeal, especially if you could otherwise engage in gain-and-play with them.

To best defend against the attack, it’s usually a good idea to keep your deck free of junk as much as possible, including avoiding greening too early, since Victory cards can clog up your deck much more easily than usual. Ensuring that you play all of your Treasures even if you don't need the full amount of $ generated can also be important; conversely, you may wish to avoid playing draw or villages, if you can spare them, in order to topdeck useful cards for your next turn. Occasionally, your hand may contain enough cards that would be undesirable for your next starting hand that you would be better off not buying a card in order to avoid topdecking them.

Versions

English versions

Print Digital Text Release Date
Haunted Woods Haunted Woods from Goko/Making Fun Until your next turn, when any other player buys a card, he puts his hand on top of his deck in any order.
At the start of your next turn:
+3 Cards
Adventures April 2015
Haunted Woods Haunted Woods from Shuffle iT Until your next turn, when any other player buys a card, they put their hand onto their deck in any order.
At the start of your next turn:
+3 Cards
Adventures (2016 printing) August 2017

Until your next turn, when any other player gains a card they bought, they put their hand onto their deck in any order.

At the start of your next turn: +3 Cards.
Adventures (2022 printing)
Haunted Woods from Shuffle iT

At the start of your next turn: +3 Cards.

Until then, when any other player gains a card they bought, they put their hand onto their deck in any order.
Prefer "Do X. Until then" wording June 29, 2022

Other language versions

Language Name Print Digital Text Notes
Dutch Spookbos

Tot jouw volgende beurt moet iedere andere speler die een kaart koopt zijn handkaarten in een volgorde naar keuze op zijn gedekte stapel leggen.

Aan het begin van je volgende beurt:
+3 Kaarten
(2015)
Finnish Kummitusmetsä
French Bois hantés French language Haunted Woods 2021 from Shuffle iT Jusqu'à votre prochain tour, quand un adversaire achète une carte, il place sa main sur sa pioche dans l'ordre de son choix.
Au début de votre prochain tour,
+3 Cartes
German Geisterwald German language Haunted Woods 2015 by ASS German language Haunted Woods 2021 from Shuffle iT

Bis zu deinem nächsten Zug:
Jeder Mitspieler muss, sobald er eine Karte kauft, seine restlichen Handkarten in beliebiger Reihenfolge auf seinen Nachziehstapel legen.

Zu Beginn deines nächsten Zuges:
+3 Karten
(2015)
Geisterwald

Bis zu deinem nächsten Zug legen alle Mitspieler, wenn sie eine Karte kaufen, ihre Handkarten in beliebiger Reihenfolge auf ihren Nachziehstapel.

Zu Beginn deines nächsten Zuges:
+3 Karten.
(Nachdruck 2021)
Geisterwald

Bis zu deinem nächsten Zug legt jeder Mitspieler, wenn er eine von ihm gekaufte Karte nimmt, seine Handkarten in beliebiger Reihenfolge auf seinen Nachziehstapel.

Zu Beginn deines nächsten Zuges:
+3 Karten.
(Nachdruck 2022)
Geisterwald German language Haunted Woods from Shuffle iT

Zu Beginn deines nächsten Zuges: +3 Karten.

Bis dahin legt jeder Mitspieler, wenn er eine von ihm gekaufte Karte nimmt, seine Handkarten in beliebiger Reihenfolge auf seinen Nachziehstapel.
Japanese 呪いの森
(pron. noroinomori, lit. cursed forest)
あたの次のターンまで、他のプレイヤーがカード1枚を購入するとき、そのプレイヤーは手札をすべて好きな順番で山札の上に置く。あなたの次のターンの開始時に、 +3 カードを引く
Russian Призрачный Лес (pron. prizrachny lyes)

Trivia

Haunted Woods is one of the available backgrounds in Dominion Online.

Official card art.

Preview

Haunted Woods reminds me of Rabble in many ways. There’s the +3 cards, but the attack parts feel similar as well. The attack can be weak for much of the game, and there’s often ways to avoid it. I’ll let all of you talk about the different ways. But if you green without preparing your deck for a constant Haunted Woods barrage you might be in for a bad time. It’s also possible for the attack portion to be friendly interaction, letting you put good cards back on top of your deck. A lot of nice player interaction to be had in this card.

As a duration you won’t be able to play Haunted Woods as often as other card drawers, but getting +3 cards at the start of your turn is, like, the best time to get them! Sometimes people underestimate this fact.

Moat must be revealed (or Lighthouse be in play) when Haunted Woods is played to block the attack effect.

Secret History

I wanted more Swamp Hag-style attacks and came up with this take on the Rabble family. It never changed.


Cards $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
Combos and Counters Counting House/Travelling FairRoyal Carriage/Bridge
Other concepts DurationReserveTokensTraveller
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)