[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.