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[Dominion] Territory Card Guide - Empty-Pile-Scaling Victory

Rating of the Allies card Territory. Cost 6 Victory. Worth 1 VP per empty Supply pile; gain a Gold when gained.

Territory

Basic Info

  • Type: Victory
  • Cost: 6
  • Effect: Worth 1 VP per empty Supply pile / When you gain this, gain a Gold.

Rating

Allies scaling Victory + gain bonus. Weaker than Province early, but at 3-pile crash threshold can match or exceed Province. Free Gold on gain helps tempo.

Tier B+ to A on 3-pile-friendly boards.

How to Play

$6 slot, 1-3 copies. Mid-late, when empty piles accumulate.

Early: avoid (Province > Territory at low pile counts).

Mid-late: 3-4 empty piles → Territory matches Province. 6+ → exceeds.

When to Pick / Skip

Shines on:

  1. 3-pile-end strategy boards.
  2. Short-mid game supply.
  3. Post-Province bonus point.

Skip:

  1. Long-game supply with many Provinces.
  2. Heavy trasher + engine.
  3. Mirror Territory.

Key Combos

Territory + 3-pile cards (Gardens, Workshop): pile drain.

Territory + on-gain cards (Remodel, Artisan): chain.

Territory + Merchant Guild: token on gain.

Territory + Crossroads: VP draw.

Territory + KC + on-gain: doubled gain.

Synergies

  • Gardens / Vineyard: 3-pile.
  • Remodel / Artisan: on-gain.
  • Merchant Guild: tokens.
  • Crossroads: VP draw.
  • Workshop family: pile rush.
  • Port: cross-turn draw.

Counters & Bad Matchups

  • Long-game Province focus.
  • Heavy trasher.
  • Mirror Territory.

Advanced Tips

Curve: 4 empty piles = 4 VP (sub-Province), 6+ = 6+ VP (≥Province).

Gold on gain: tempo acceleration; supports more Province buys.

Multi-Territory: 2-3 copies stack VP at 3-pile crash.

KC + on-gain: double Territory gains, double Gold.

3-pile rush: Workshop + Gardens + Territory = pile crash.

Mirror: VP cancels; ratio with Provinces decides.

Post-Province: extra VP after Provinces deplete.