Kingdom Card Guide
Evaluation criteria, powerful kingdom cards (Market, Smithy, Library), and attack defense
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
- Is there +Action AND +Card Draw? — Determines engine potential
- Are Attacks present? — Determines whether to include Moat
- Is there a trasher? — Chapel or equivalent enables fast engine assembly