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[Dominion] Highway Card Guide - Cost Reduction Engine Centerpiece

Rating of the Hinterlands card Highway. Cost 5 Action. +1 Card +1 Action, all cards cost $1 less this turn (stacks).

Highway

Basic Info

  • Type: Action
  • Cost: 5
  • Effect: +1 Card / +1 Action / This turn, cards cost $1 less (cannot go below $0).

Rating

Cornerstone of Hinterlands cost-reduction engines. A cantrip (+1 Card +1 Action) with stacking "all cards cost $1 less". Bridge's Action-only sibling — but unlike Bridge, doesn't deplete its own action.

Biggest strength: stacking discount. 3 Highways = -$3, 5 = -$5. Province at $8 buyable for $3. With +1 Buy, multiple Provinces per turn — 3-pile-to-go enabled by Pawn or Market.

Community consensus: top 3 Hinterlands card, alongside Bridge as the strongest cost-reducer in Dominion. Tier S.

How to Play

Early: hard to gain (cost 5). On any $5 turn, Highway is top pick — often over Smithy or Gold.

Mid: Build village + draw + Highway engine, firing 3-5 Highways per turn. Cantrip nature means no Action friction.

Discount stacks: 3 Highways = $3 off, 5 = $5 off. Province ($8) becomes $5 with 3, $3 with 5.

Add +1 Buy (Margrave, Spice Merchant, Market, Worker's Village) → multi-Province turns.

When to Pick / Skip

Almost always go for engine when Highway exists. Skip when:

  1. Stronger pure trasher engine plan dominates.
  2. Short games where you can't accumulate Highways.
  3. Action-disruption attacks (Minion, Torturer).

Target 3-5 Highways. 6+ is overkill.

Key Combos

Highway + +1 Buy (Margrave, Spice Merchant, Market): Province + Duchy or 2 Provinces in one turn.

Highway + Pawn (Intrigue): +1 Buy combo for 3-pile-to-go.

Highway + King's Court / Throne Room: Doubled discount. KC-Highway = +3 cards/+3 actions/-3 cost in one play.

Highway + Bridge: Stack the two -$1s. 2 Highways + 2 Bridges = -$4 per card.

Highway + Smithy / Council Room: Draw to find more Highways.

Highway + Remodel / Expand: Discount expands target range — Estate becomes Gold via Remodel with Highway active.

Highway + Inn: Inn shuffles Highway-named cards back in for re-draws.

Highway + Crossroads: Crossroads draws VP, Highway reduces costs, mass-Province.

Synergies

  • Border Village: +2 Actions + on-gain. Engine base.
  • Spice Merchant: +1 Buy + draw.
  • Margrave: +1 Buy + handsize attack.
  • Market (Base): cantrip + Buy.
  • Smithy / Council Room: Draw.
  • King's Court / Throne Room: Highway doubling.
  • Bridge: Stacking discount.
  • Remodel / Expand: Range extension.
  • Inn: Highway recycling.
  • Crossroads: VP draw + discount.

Counters & Bad Matchups

  • Heavy attacks (Minion, Torturer, Witch): Disrupt Highway accumulation.
  • Terminal-collision boards: Highway needs villages to rotate through draw.
  • Short games (Witch + Curse rush): No time to accumulate Highways.
  • Pre-built engines without Highway: Sometimes faster paths exist.

Advanced Tips

5 Highways = -$5; Province at $3. With +1 Buy, Province + Duchy on $5 turn.

Cap at 3-5 Highways. 6+ rarely needed.

Highway + Bridge stacking: 2H + 2B in one turn = -$4 per card. Province at $4, even at $0 if extreme.

Highway + KC: King's Court + Highway = +3 cards / +3 actions / 3 stacked discounts. With another +1 Buy you can buy multiple Provinces and Duchies.

Discount timing: Effect applies once Highway is in play. Play all Highways before Buy phase begins to maximize discount on bought cards.

Multi-Province: 3 Highways + +1 Buy = Province + Duchy. 5 Highways + 2 Buys = 2 Provinces + Duchy.

3-pile-to-go: Highway + Pawn / Worker's Village stacks Estate / Duchy / random pile to end the game.

Mirror match: First player to accumulate Highways wins. Rush Highway purchases.

Discount math: Cost can't go below $0. Coppers stay at $0 even with -$5.

Highway-BM hybrid: Light engine + BM aiming for Province line is also viable.