[Dominion] Encampment Card Guide - The Vanishing Super-Village
Rating of the Empires card Encampment. Cost 2 Action. +2 Cards +2 Actions, return to Supply unless you reveal Gold or Plunder.
Encampment
Basic Info
- Type: Action
- Cost: 2
- Effect: +2 Cards / +2 Actions / You may reveal a Gold or Plunder from hand. If you don't, return this to its Supply pile.
- Split pile: 5 Encampment / 5 Rocks per pile.
Rating
Tier A. Empires' premier super-village. $2 for +2 Cards / +2 Actions, with a "return-if-no-Gold" twist that is often a feature: free deck thinning + free draw + free actions.
Top of split pile with Rocks. Drain to expose Rocks.
How to Play
$2 turn — Encampment auto-buy. Cheap, dense, multi-purpose.
Cycle play: early, no-Gold reveal returns Encampment to Supply — you net +2 Cards / +2 Actions and a thinner deck. Mid-game with Gold, hold and chain as super-village.
Drain Encampments to flip Rocks pile.
When to Pick / Skip
Almost always pick. Skip when:
- Heavy attacks disrupt actions.
- Very short games.
- Better village exists and Encampment redundant.
Open 2-3 copies, target full 5 to flip pile.
Key Combos
Encampment + KC / TR: doubled, return-or-keep choice.
Encampment + Gold / Plunder: hold-and-chain.
Encampment + Rocks: same pile.
Encampment + draw: engine base.
Encampment + Engineer: cost-2 gain spam.
Encampment + Smithy / Royal Blacksmith: terminal-draw chain.
Synergies
- Gold / Plunder: hold.
- KC / TR: doubled.
- Rocks: split pile.
- Engineer: gain at cost 0.
- Strong draw: engine base.
- Remodel: upgrade.
- University: free gain.
Counters & Bad Matchups
- Strong attacks (Witch, Minion).
- Short games.
- Gold-poor early board (but return is fine).
Advanced Tips
Early no-Gold = deliberate return for thin-and-cycle.
Mid-game Gold-reveal = held super-village chain.
KC + Encampment: +4 cards / +4 actions; return-or-keep choice.
Encampment + Rocks split pile timing: 5 Encampments drain → Rocks open.
Mirror: first to Gold wins the chain race.
Engineer + Encampment: gain at $0, near-infinite super-village fuel.
Returned Encampments reshuffle into supply — same card cycles back.