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[Dominion] Bridge Card Guide - The King of Cost Reduction

Rating of the Intrigue card Bridge. Cost 4 Action. +1 Buy / +1 Coin / cards everywhere cost $1 less this turn (stacks).

Bridge

Basic Info

  • Type: Action
  • Cost: 4
  • Effect: +1 Buy / +1 Coin / This turn, cards (everywhere) cost $1 less.

Rating

One of Dominion's premier "cost reduction" cards. Vanilla bonuses alone (+1 Buy / +1 Coin) make it Silver-with-buy, but the real power is "cost reduction persists all turn AND stacks." Two Bridges = -$2 / Three = -$3. Combined with Throne Room or King's Court, the buying power detonates.

The biggest strength is the theoretically unlimited scaling of "cost reduction × multiplier." KC + Bridge = +3 Buys / +$3 / -$3 cost in a single play. A Province costs $5 — and +3 Buys means buying 2-3 in the same turn.

But Bridge alone is just "Silver with +1 Buy" — a terminal Action. Without Villages, multiple Bridges collide. Engine support is required. Community ratings swing from S-tier (engine boards) to C-tier (BM boards).

Overall A to S tier. With Villages, multipliers, and draw sources, top priority. After thinning with Chapel/Masquerade, the explosive potential is unmatched.

How to Play

Early game: buy on $4. Top contender for the 4-cost slot on 4/3 splits. Opening Bridge alone is weak (no other Actions in hand wastes the +1 Buy), so pair with Villages or thinning.

Mid-game: build the engine while stacking 2-3 Bridges. Two Bridges per turn = +2 Buy / +$2 / -$2 cost. Provinces become $6.

End-game: KC-Bridge or Throne+Bridge for multi-Province turns. +1 Buy stacks: $5 → 2 Provinces, $8 → 3 Provinces.

Megaturn Construction

The Bridge engine's ideal form, the "megaturn":

  1. Setup: Thin with Chapel/Masquerade + Villages (Mining Village, Village) + Draw (Market, Lab, deck-cycler structure)
  2. Fire: 5-6 Bridges in one turn, -$5 to -$6 cost state
  3. Buy: +1 Buys stack (5 Bridges = +5 Buys). Provinces at $3, buy 2-3 + Duchy + extras
  4. Land: Empty Province pile or 3-pile out

This megaturn is the Bridge engine's goal. Thin deck + draw + Villages + 5-6 Bridges = it happens.

Key Combos

Bridge + King's Court (Prosperity): "KC-Bridge" — +3 Buys / +$3 / -$3 cost from one play. Cost-1 Villages free, Provinces $5. With Villages and draw, half a Province pile in one turn.

Bridge + Throne Room: TR-Bridge — +2 Buys / +$2 / -$2 cost. Provinces $6, $5 buys Province + Estate.

Bridge + Smithy: Draw into Bridges; Villages required.

Bridge + Mining Village: +2 Actions and Bridge cost reduction. Trash Mining Village for +$2 to enable big buys.

Bridge + Market: +1 Action / +1 Buy / +$1 cushions Bridge's terminal slot while padding +Buys.

Bridge + Chapel: Early thinning enables every-turn Bridge draws. Engine ideal.

Bridge + Workshop: Bridge reduces cost — Workshop still capped at $4 base, but cost reduction lets Workshop fetch... no, Workshop is fixed at $4 cap. Pair instead with Ironworks for the same idea on cost-4-or-less.

Bridge + Ironworks: Cost reduction widens Ironworks gain targets — Silver, Festival, Market all become legal.

Synergies

  • King's Court (Prosperity): Legendary KC-Bridge combo.
  • Throne Room: Doubles all bonuses.
  • Chapel: Thinning enables megaturns.
  • Masquerade: Thinning + draw, engine core.
  • Mining Village: +2 Actions for multi-Bridge.
  • Village: Standard +2 Actions.
  • Smithy: Draw into Bridges.
  • Market: Universal +1 Action / +1 Buy.
  • Workshop / Ironworks: Cost reduction expands gain targets.
  • Tailor (Dark Ages): Trash + gain Provinces with Bridge-reduced cost.
  • Merchant Guild (Guilds): Coin token stockpile + megaturn.

Counters & Bad Matchups

  • Big Money strategy: Bridge alone is barely a Silver. Engine required.
  • Torturer-only boards: Both terminal — without Villages, no coexistence.
  • Over-thinning with Chapel: Drying up draw kills megaturn.
  • Heavy attack environments: Militia/Curse spread breaks hand integrity.
  • Action-starved boards: No Villages = no multi-Bridge stacking.

Advanced Tips

Order matters: play draw sources (Market, Lab) first to fill hand, then Bridges, then big buys. Playing Bridge first locks in coin before reduction lands on a buy.

KC-Bridge pattern: KC → Bridge → Bridge → Bridge. One KC plays Bridge 3x = +3 Buys / +$3 / -$3 cost.

Throne + 2 Bridges: Throne 2 / Bridge 2 = +4 Buys / +$4 / -$4 cost. Provinces at $4 — $5 buys two.

"Bridge Gaia": fully-tuned engine playing 3-4 Bridges per turn for 3 Provinces each.

Province at $0: theoretically 8 Bridges. In practice 4-5 Bridges + KC reaches it.

Don't forget the cost reduction resets at turn end. Plan buys carefully.

3-pile target: Bridge engines often win via 3-pile (8 Provinces + 2 piles) faster than full Province cleanup. +1 Buys help drain piles.

Multiple Bridge value: 1st = standalone OK, 2nd+ = stacking. Minimum 2, ideal 4-5.