[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:
- 3-pile-end strategy boards.
- Short-mid game supply.
- Post-Province bonus point.
Skip:
- Long-game supply with many Provinces.
- Heavy trasher + engine.
- 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.