Tunnel
Tunnel | |
---|---|
Cost | |
Type | Victory - Reaction |
Set/Expansion | Hinterlands |
Illustrator | Brian Brinlee |
2
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 Gold, but is still often useful just for the benefit of 2 for only .
Contents |
FAQ
Official FAQ
- This is both a Victory card and a Reaction.
- At the end of the game Tunnel is worth 2 .
- 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 on 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, or when set aside (such as due to Cartographer).
- 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), when your deck is put into your discard pile, such as with Chancellor from Dominion, or with Possession from Dominion: Alchemy, when trashed cards are returned to you at end of turn.
- 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 in your discard pile; if there is no Gold left in the Supply, you do not gain one.
Other Rules clarifications
Strategy Article
Tunnel's reaction ability often cannot be utilized effectively, but 2 for only is still a good deal, and will often be bought in the end game 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 pick up. The key is to consider how many cards you have to choose your discard from. 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 Warehouse, Vault, and 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.
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.
Synergies/Combos
Cards that can trigger Tunnel on your turn
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.
Card | up to X Tunnels | out of X cards | Hand size dependant |
---|---|---|---|
Cartographer | 4 | 4 | -/- |
Catacombs | 3 | 3 | -/- |
Cellar | 4 | 4 | ±1/±1 |
Count | 2 | 4 | -/±1 |
Duchess | 1 | 1 | -/- |
Embassy | 3 | 9 | -/±1 |
Hamlet | 2 | 5 | -/±1 |
Harvest | 4 | 4 | -/- |
Horse Traders | 2 | 4 | -/±1 |
Inn | 2 | 6 | -/±1 |
Ironmonger | 1 | 1 | -/- |
Jack of all Trades | 1 | 1 | -/- |
Lookout | 1 | 3 | -/- |
Minion | 4 | 4 | ±1/±1 |
Navigator | 5 | 5 | -/- |
Oasis | 1 | 5 | -/±1 |
Oracle | 2 | 2 | -/- |
Scrying Pool | 1 | 1 | -/- |
Secret Chamber | 4 | 4 | ±1/±1 |
Spy | 1 | 1 | -/- |
Storeroom | 8 | 8 | ±2/±2 |
Survivors | 2 | 2 | -/- |
Tactician | 4 | 4 | ±1/±1 |
Vault | 6 | 6 | ±1/±1 |
Wandering Minstrel | 3 | 3 | -/- |
Warehouse | 3 | 7 | -/±1 |
Young Witch | 2 | 6 | -/±1 |
Card | Condition |
---|---|
Adventurer | all Tunnels you've not in hand until it finds 2 Treasure Cards |
Golem | all Tunnels you've not in hand until it finds 2 Action Cards |
Hunting Party | 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 |
Loan | all Tunnels you've not in hand until it finds 1 Treasure Card |
Rebuild | all Tunnels you've not in hand until it finds 1 Victory Card other than Tunnel |
Sage | all Tunnels you've not in hand until it finds 1 Card costing or more if you've got at least one Highway, Bridge or Princess in play |
Venture | all Tunnels you've not in hand until it finds 1 Treasure Card |
Antisynergies
Trivia
Secret History