[Dominion] Vineyard Card Guide - Action-Density Victory Card
Rating of the Alchemy card Vineyard. Cost 0+P Victory. Worth 1 VP per 3 Action cards you have (round down).
Vineyard
Basic Info
- Type: Victory
- Cost: 0+P (requires Potion)
- Effect: Worth 1 VP per 3 Action cards you have (round down).
Rating
One of the most unique alternative VPs in Dominion. Cost 0+P for "3 Actions = 1 VP" scaling. Engine-building and scoring become the same activity — every Action upgrade is also a Vineyard upgrade.
Biggest strength: no point ceiling. 24 Actions = 8 VP × 4 Vineyards = 32 points, rivaling Province totals as a pure byproduct of building. Some games are won 4-5 Vineyards + zero Provinces.
Tier A-S on Alchemy boards with action density (Villages, cantrips, Familiars). On pure-BM supplies, Vineyard is near-useless (0+P junk).
How to Play
Opening: Potion + Silver. Get Potion early so Vineyards are buyable.
Mid-game: build Actions while picking up Vineyards on +Buy turns. Even 0-buy turns can grab one (cost 0).
Late game: 4-6 Vineyards trigger end via the Vineyard pile + 24+ Actions = 8 VP × 4 = 32 points.
VP Math
- 3 Actions = 1 VP
- 6 Actions = 2 VP
- 9 Actions = 3 VP
- 15 Actions = 5 VP
- 24 Actions = 8 VP (Province-tier)
- 30 Actions = 10 VP
Buy 4 Vineyards = "score × 4" = 24 Actions for 32 points. ~5 Provinces' worth at near-zero cost.
Key Combos
Vineyard + Familiar: Buy lots of Familiars (Actions) → action count rises → Vineyard score rises while you spread Curses.
Vineyard + Alchemist: 2-4 Alchemists for stable engine + action count.
Vineyard + University: gain cost-5 Actions → action count doubles.
Vineyard + Scrying Pool: Pool is also Action + draws action chain.
Vineyard + Villages (Village, Hamlet, Fishing Village): rack up Actions while avoiding terminal collisions.
Vineyard + +Buy cards (Market, Bridge, Pawn): multi-Vineyard turns for pile-out.
Synergies
- Potion: Required.
- Familiar: Action + attack double-dip.
- Alchemist: Action base.
- Scrying Pool: Massive Action draw.
- University: Gains cost-5 Actions.
- Villages: Action count + collision avoidance.
- Bridge / Market / +Buy: Multi-buy turns.
Counters & Bad Matchups
- Pure BM supplies: No Actions = 0 VP.
- Silver/Gold-heavy strategies: Treasure-heavy decks have no Action density.
- Heavy terminal-attacks: Deck breaks before Action count grows.
- Potion-blocked turns: Can't buy Vineyard without Potion.
Advanced Tips
Vineyard strategy inverts normal advice: "buy lots of Action cards" is the goal. Even weak Actions become valuable as Vineyard fuel.
Vineyard pile-out: 10 Vineyards = a 3-pile end candidate. Vineyards + Estates / Curses / Knights for pile-out wins.
Province-skip path: zero Provinces, 4 Vineyards × 8 = 32 + 3 Duchies = 41 VP wins. Doesn't match 8 Provinces (48), but Potion-Action axis often arrives sooner.
Vineyard vs. Province threshold: under 9 Actions, Province > Vineyard. Past 24 Actions, 4 Vineyards ≈ 5 Provinces.
Mixed: 4 Vineyards + 4 Provinces = 32 + 24 = 56 VP. Province purchase slows economy though.
Weakness = speed. 24 Actions takes 10-15 turns to assemble. If opponents Province-rush, Vineyards don't catch up in time.