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Kingdom Card Guide

Evaluation criteria, powerful kingdom cards (Market, Smithy, Library), and attack defense

Intermediate Read time: 12 min

Kingdom Card Evaluation Criteria

Five axes for evaluating kingdom cards:

Axis Description Importance
+Actions Does it grant extra Actions? ★★★★★
+Card Draw Does it draw cards? ★★★★★
Coin Generation Does it produce Coins directly? ★★★★☆
Trashing Does it remove unwanted cards from your deck? ★★★★☆
Attack Does it disrupt opponents' strategies? ★★★☆☆

The Critical Combination: +Actions + +Cards

Engine building requires a source of extra Actions. Without them, you can only play one Action card per turn. Cards that provide both +Actions and +Card Draw are the most valuable engine components.


Power Cards Reference

Market (5 cost)

+1 Card, +1 Action, +1 Buy, +1 Coin. One of the most versatile cards in the base set. Buy multiples whenever available.

Smithy (4 cost)

+3 Cards. Exceptional draw efficiency. The backbone of Big Money strategies. Combine with Villages to play multiple copies.

Library (5 cost)

Draw until you have 6 cards in hand (may skip Action cards). Guarantees a large hand every turn in treasure-heavy decks.

Village (3 cost)

+1 Card, +2 Actions. Essential engine component. Usually want 1–3 copies in an engine deck.

Laboratory (5 cost)

+2 Cards, +1 Action. The ideal card for engine decks — draw and action continuation in one package.

Festival (5 cost)

+2 Actions, +1 Buy, +2 Coins. An engine lubricant that pays for itself in Coins.

Militia (4 cost — Attack)

+2 Coins. Opponents discard to 3 cards. The most common and impactful attack. Counter: Moat.


Defending Against Attacks

Moat (2 cost)

+2 Cards. Reaction: Reveal to block any Attack targeting you. The universal defense against all Attacks. Run 1–2 copies when Attacks are present.

Common Attacks and Defenses

Attack Effect Defense
Militia Discard to 3 cards Moat, Embassy
Witch Give opponents Curses Moat, trash Curses
Thief Steal treasure cards Reduce treasure dependence
Pirate Ship Destroy opponents' treasures Reduce Gold reliance

Big Money vs. Engine Building

Situation Recommended Strategy
Kingdom lacks both +Actions and +Card Draw Big Money
Both +Actions and +Draw are available Engine Building
Opponent is rushing Provinces Big Money (stability)
Long game expected Engine Building (scales better)
Heavy Attack presence Be cautious with Engine (Curses disrupt)

Big Money Pros/Cons

Pros: Simple, consistent, resilient to Attacks, less deck-size-dependent Cons: Loses to polished engines in the late game; limited flexibility

Engine Pros/Cons

Pros: Dominant in the late game; can buy multiple Provinces per turn Cons: Slow to build; vulnerable to Curses and hand disruption


Deck Compression

Trashing weak cards is one of the most important skills in Dominion.

Key Trashers:

  • Chapel (2 cost): Trash up to 4 cards per play. Best trasher in the game. Priority buy on opening hand.
  • Remodel (4 cost): Trash a card, gain a card costing up to 2 more.

3 Questions to Ask When Seeing a Kingdom

  1. Is there +Action AND +Card Draw? — Determines engine potential
  2. Are Attacks present? — Determines whether to include Moat
  3. Is there a trasher? — Chapel or equivalent enables fast engine assembly