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[Dominion] Farming Village Card Guide - Cost-4 Reliable Village

Rating of the Cornucopia card Farming Village. Cost 4 Action. +2 Actions / reveal until Treasure or Action, take into hand.

Farming Village

Basic Info

  • Type: Action
  • Cost: 4
  • Effect: +2 Actions. Reveal cards from your deck until you reveal a Treasure or Action card. Put that card into your hand and discard the rest.

Rating

Cost-4 village. +2 Actions + "guaranteed Treasure/Action draw" — skips Victory cards and Curses. Compared to Village (cost 3, +1 card +2 actions), Farming Village costs 1 more but reliably hits useful cards.

Big strength: "skip VP cards" effectively. Late game with stuffed Estates / Duchies / Provinces, Farming Village always grabs a Treasure / Action.

Weakness: cost-4 contention. Horse Traders / Tournament also at cost 4. Cost-3 Village if available makes Farming Village redundant.

Overall B+ to A-. Solid village, especially endgame stability.

How to Play

4-coin slot for village role. Compete with Horse Traders / Tournament — supply-dependent priority.

Mid-game: 1-2 Farming Villages per turn for action chains.

End-game: deck-VP-heavy still useful — VPs skipped, reliable Treasure / Action draw.

Effect Details

Stop conditions:

  • Treasure (Copper / Silver / Gold / specials) → into hand
  • Action (any) → into hand
  • VP (Estate / Duchy / Province / Gardens / Duke / Great Hall / Harem) → discard, continue
  • Curse → discard, continue

If deck has only VP / Curse, no card added. Edge case.

Key Combos

Farming Village + Smithy: +3 cards then Farming Village action chain.

Farming Village + Witch / Young Witch: action for terminal Witches.

Farming Village + Library: Library fills hand, Farming Village draws guaranteed.

Farming Village + Festival: +2 coin + +2 actions = stable engine.

Farming Village + Fairgrounds / Horn of Plenty: variety synergy with 1-2 Farming Villages.

Farming Village + Throne Room: doubled to +4 actions / 2 reliable draws.

Synergies

  • Smithy / Hunting Party: drawer.
  • Witch / Young Witch: terminal relief.
  • Library: hand smoothing.
  • Festival / Market: +2 coin + +2 actions engine.
  • Fairgrounds / Horn of Plenty: variety synergy.
  • Throne Room / King's Court: doubled.
  • Council Room / Governor: bulk draw.
  • Remodel / Expand: trash-gain chain.

Counters & Bad Matchups

  • Cost-3 Village exists: cheaper Village suffices.
  • Thinned engine: VP-thin deck reduces guaranteed-draw value.
  • Light terminals: actions excess.
  • Pure BM: actions wasted.

Advanced Tips

"VP skip" is the killer feature. Duchy / Gardens strategies benefit — Farming Village skips them for Treasure / Action.

Multi-Farming Village: 2-3 stable; more redundant.

"Farming Village + Smithy" terminal collision relief is classic. Smithy draws (potentially VP) then Farming Village skips VP.

Note: reveal exposes deck contents partially (info leak), like Spy/Scout. Minor concern.

4/3 opens: Farming Village + Silver, or Farming Village + Chapel. Chapel-thin then Farming Village stable cycle.

Curser boards: useful — Curses skipped, Treasure / Action retained.