Hunting Grounds
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* If you trash Hunting Grounds and the {{Card|Duchy}} pile is empty, you can still choose Duchy (and gain nothing). | * If you trash Hunting Grounds and the {{Card|Duchy}} pile is empty, you can still choose Duchy (and gain nothing). | ||
== Strategy Article == | == Strategy Article == | ||
− | + | ''[http://forum.dominionstrategy.com/index.php?topic=12719.0 Original article] by werothegreat'' | |
− | It's | + | It draws four cards - that's awesome! It costs {{Cost|6}} - that's... not so awesome. Hunting Grounds is a powerful card, and as such, it's pretty expensive - but is it worth it? |
− | + | ===What does it do?=== | |
− | === | + | |
− | + | Draws four cards. It's a {{Card|Smithy}} on steroids, so if you know how to play [[terminal draw]], you'll know what to do with this once it's in your deck. It also has a neat little ability when you [[trash]] it, which we’ll get to in a bit. | |
− | + | ||
− | + | ===How do I get one?=== | |
− | + | ||
− | === | + | That's the tricky part. {{Cost|6}}+ cards are the only cards (outside of {{Card|Baker}} and {{Card|Potion}} games) that you can’t open with. There are some games where you won’t see a {{Cost|6}} hand for quite a few turns; there are others you might see one on turn 3. The key is to balance [[coin]] production with [[engine]] parts (Hunting Grounds is very much an engine card), and the easiest way to do that is cards that do both, like {{Card|Fishing Village}} or {{Card|Market}} or even {{Card|Oasis}}, though a couple {{Card|Silver|Silvers}} can work as well. Once you do have that Hunting Grounds in your deck, it makes getting the next one so much easier, since you'll be drawing most of your deck. |
− | + | ||
+ | Because of its sheer drawing power, you won't want as many Hunting Grounds as you would Smithies, leaving you with more room for other terminals in your engine, but you'll still definitely want more than one, to ensure that at least one lines up with a Village. Let’s quantify that a little: if I play three {{Card|Village|Villages}} and three Smithies, I've increased my handsize by 6, and spent 21{{Cost}} getting them into my deck in the first place. If I play two Villages and two Hunting Grounds, I've achieved the same effect (handsize increase of 6), but only spent {{Cost|18}}. So Hunting Grounds is quality for money, and that one extra card is more than it would at first seem. | ||
+ | |||
+ | ===When should I trash it?=== | ||
+ | |||
+ | Gaining a/some [[Victory]] card(s) when Hunting Grounds is trashed can at first seem like more of a consolation prize than anything else - the sheer drawing power seems much more useful. This is missing an important point: more than any other card, Hunting Grounds can be turned into {{VP}} as the game ends. This is in part due to its [[cost]], but mainly due to its ability to gain a {{Card|Duchy}} or three {{Card|Estate|Estates}}. | ||
+ | |||
+ | As examples, {{Card|Stonemason}} can gain three Duchies from a Hunting Grounds, {{Card|Remodel}} can gain a {{Card|Province}} and a Duchy, and buying a {{Card|Farmland}} with Hunting Grounds in hand can give you a swing of 11 {{VP}}. {{Card|Hermit}} also works well for this, since you don't have to worry about losing the draw power from Hunting Grounds if it's in your discard pile already anyway. Just think about whether you'll get more benefit from keeping the Hunting Grounds, or taking the Victory cards; as you get closer to the end of the game, the latter will become more and more useful. | ||
+ | |||
+ | Choosing whether to go for the Duchy or the Estates will depend on the board and the current game state. If you’re about to [[Reshuffle|shuffle]], probably better to get the Duchy. If you think you can end the game on piles, gaining the Estates can help you do that. | ||
+ | |||
+ | If the right trashing cards are in the Kingdom, it can often be a worthwhile tactic to start picking up more Hunting Grounds than your engine really needs. This serves two purposes: it makes your deck just that much more reliable as you [[Greening|green]], and it gives fodder for [[trash for benefit]] cards as the game ends. | ||
+ | |||
+ | ===Synergies=== | ||
+ | * Engines with coin-producing pieces | ||
+ | * [[Remodeler]]s | ||
+ | |||
+ | ===Anti-synergies=== | ||
+ | * [[Slog]]s | ||
+ | * [[Big money]] | ||
== Trivia == | == Trivia == |
Revision as of 18:35, 19 March 2015
Hunting Grounds | |
---|---|
Info | |
Cost | |
Type(s) | Action |
Kingdom card? | Yes |
Set | Dark Ages |
Illustrator(s) | Simon Jannerland |
Card text | |
+4 Cards When you trash this, gain a Duchy or 3 Estates. |
Hunting Grounds is an Action card from Dark Ages. At +4 Cards, it's the most powerful terminal draw card around - with a price to match! It can set up super-powerful engines, if you can get enough of them early enough!
Contents |
FAQ
Official FAQ
- When you play this, draw 4 cards.
- If this is trashed, you either gain a Duchy or 3 Estates, your choice.
- These cards come from the Supply and are put into your discard pile.
- If you choose the 3 Estates and there are not 3 left, just gain as many as you can.
Other Rules clarifications
- If you trash Hunting Grounds and the Duchy pile is empty, you can still choose Duchy (and gain nothing).
Strategy Article
Original article by werothegreat
It draws four cards - that's awesome! It costs - that's... not so awesome. Hunting Grounds is a powerful card, and as such, it's pretty expensive - but is it worth it?
What does it do?
Draws four cards. It's a Smithy on steroids, so if you know how to play terminal draw, you'll know what to do with this once it's in your deck. It also has a neat little ability when you trash it, which we’ll get to in a bit.
How do I get one?
That's the tricky part. + cards are the only cards (outside of Baker and Potion games) that you can’t open with. There are some games where you won’t see a hand for quite a few turns; there are others you might see one on turn 3. The key is to balance coin production with engine parts (Hunting Grounds is very much an engine card), and the easiest way to do that is cards that do both, like Fishing Village or Market or even Oasis, though a couple Silvers can work as well. Once you do have that Hunting Grounds in your deck, it makes getting the next one so much easier, since you'll be drawing most of your deck.
Because of its sheer drawing power, you won't want as many Hunting Grounds as you would Smithies, leaving you with more room for other terminals in your engine, but you'll still definitely want more than one, to ensure that at least one lines up with a Village. Let’s quantify that a little: if I play three Villages and three Smithies, I've increased my handsize by 6, and spent 21 getting them into my deck in the first place. If I play two Villages and two Hunting Grounds, I've achieved the same effect (handsize increase of 6), but only spent . So Hunting Grounds is quality for money, and that one extra card is more than it would at first seem.
When should I trash it?
Gaining a/some Victory card(s) when Hunting Grounds is trashed can at first seem like more of a consolation prize than anything else - the sheer drawing power seems much more useful. This is missing an important point: more than any other card, Hunting Grounds can be turned into as the game ends. This is in part due to its cost, but mainly due to its ability to gain a Duchy or three Estates.
As examples, Stonemason can gain three Duchies from a Hunting Grounds, Remodel can gain a Province and a Duchy, and buying a Farmland with Hunting Grounds in hand can give you a swing of 11 . Hermit also works well for this, since you don't have to worry about losing the draw power from Hunting Grounds if it's in your discard pile already anyway. Just think about whether you'll get more benefit from keeping the Hunting Grounds, or taking the Victory cards; as you get closer to the end of the game, the latter will become more and more useful.
Choosing whether to go for the Duchy or the Estates will depend on the board and the current game state. If you’re about to shuffle, probably better to get the Duchy. If you think you can end the game on piles, gaining the Estates can help you do that.
If the right trashing cards are in the Kingdom, it can often be a worthwhile tactic to start picking up more Hunting Grounds than your engine really needs. This serves two purposes: it makes your deck just that much more reliable as you green, and it gives fodder for trash for benefit cards as the game ends.
Synergies
- Engines with coin-producing pieces
- Remodelers
Anti-synergies
Trivia
In other languages
- Finnish: Metsästysmaat
- French: Territoire de chasse
- German: Jagdgründe
- Japanese: 狩場 (pron. kariba)
- Spanish: Coto de Caza
Secret History