[Dominion] Crossroads Card Guide - VP-Powered Drawing Village
Rating of the Hinterlands card Crossroads. Cost 2 Action. Reveal hand, +1 Card per Victory; +3 Actions on first play this turn.
Crossroads
Basic Info
- Type: Action
- Cost: 2
- Effect: Reveal your hand. +1 Card per Victory card revealed. If this is the first time you played a Crossroads this turn, +3 Actions.
Rating
Hinterlands' specialty drawing village. At cost 2, first play of turn = +3 Actions, +1 Card per VP. Strong with Estate-heavy hands or Tunnel/Great Hall builds.
Community consensus: strong early when Estates linger, scales with Tunnel-style VPs. Tier B+.
How to Play
Open buy at $2. Top $2 pick on 3/4 splits.
Early: 3 Estates = +3 cards / +3 actions. Surpasses Smithy as draw.
Mid: As Estates trash, output drops. Pair with Tunnel for late-game.
Key Combos
Crossroads + Tunnel: Tunnel VP draws Crossroads cards; Tunnel reaction gold.
Crossroads + Great Hall (Intrigue): VP + cantrip.
Crossroads + Chapel: Keep some Estates to feed Crossroads.
Crossroads + Fool's Gold: Massive draw → multi-FG explosion.
Crossroads + King's Court: +6 actions on first play.
Synergies
- Tunnel: VP + reaction.
- Great Hall (Intrigue): VP + cantrip.
- Duchy / Province: Late-game Crossroads buff.
- Fool's Gold: Big draw → Treasure burst.
- King's Court / Throne Room: Doubling.
- Border Village: Action support.
- Chapel: Selective Estate retention.
Counters & Bad Matchups
- Strong trashers (Masquerade, Steward): Estates removed = Crossroads weakens.
- VP-poor boards: Output low.
- Pure draw engines: +3 Actions excess.
Advanced Tips
Multi-Crossroads meaning: First = +3 Actions; subsequent = +VP/draw only. 3-4 copies = massive opening hand.
Trash timing: Keep 2-3 Estates as fuel.
VP balance: Endgame hand with Duchy/Province → big Crossroads draws → final push.
KC + Crossroads: +6 actions / VP-draw doubled. Engine heart.
3-pile to-go: $2 Crossroads + Estate stack drains piles.
Fool's Gold synergy: Crossroads draws hand wide → multi-FG → Provinces.