[Dominion] Duke Card Guide - Duchy-Army Alt-VP Strategy
Rating of the Intrigue card Duke. Cost 5 Victory. Worth 1 VP per Duchy you have. Iconic alt-VP.
Duke
Basic Info
- Type: Victory
- Cost: 5
- Effect: Worth 1 VP per Duchy you have.
Rating
The cornerstone of Intrigue's signature "Duke strategy." Worth 0 alone, but combined with Duchies it becomes a massive scoring source. 8 Duchies + 8 Dukes = 24 (Duchies) + 64 (8 Dukes × 8 Duchies) = 88 VP, rivaling 8 Provinces (48).
The defining feature is enabling "Duchy-army" play. Duchies are normally Province-fillers; Duke boards make them the primary target. 3-pile-out (Duchies + Dukes + 1 more pile) wins.
Tier B+ to A. Strong on supplies that enable the strategy, irrelevant otherwise. +1 Buy (Festival, Market, Bridge) and thinning (Chapel, Masquerade) make it shine.
How to Play
The "Duchy army":
- Early: Chapel/Masquerade thinning + Silver/Gold.
- Mid: At $5, choose Duke or Duchy based on count.
- End: 8 Duchies + 8 Dukes + 1 pile = 3-pile-out victory.
Duke timing: shift to Duke once 3-4 Duchies stack. Earlier wastes Duke value.
Conditions for the Duke Strategy
- +1 Buy enablers: Festival, Market, Bridge, Pawn, Council Room. Want simultaneous Duchy + Duke purchase.
- $5-frequent deck: Both Duke and Duchy cost $5. Tune for $5, not $8.
- Slim deck: Dukes are 0-action VP cards that bloat the deck. Thin tightly.
- Province-ignore: Don't aim at $8. Mass-produce $5. Avoid the Province pile, deny it to opponents.
- 3-pile-out vision: Duchies + Dukes + 1 more pile = win.
Duke vs. Province Math
Province: 6 × 8 = 48 (full Province pile). Duke: 8 Duchies (24 VP) + 8 Dukes (each = 8 VP since 8 Duchies) = 24 + 64 = 88.
Even with both players splitting Duchies (likely), Duke side often hits 50-60 VP, edging Province.
Key Combos
Duke + Festival: +1 Buy enables same-turn Duchy + Duke. Workhorse combo.
Duke + Market: +1 Buy / +1 Coin acceleration.
Duke + Bridge: Cost reduction (5 → 4) lets Duchy + Duke land for $8 in one turn.
Duke + Pawn: +1 Buy / +Coin support.
Duke + Chapel: Thinning to push $5 hit-rate.
Duke + Masquerade: Thinning + Estate-pass burden onto opponent.
Duke + Council Room: +Buy + draw.
Duke + Great Hall: VP card with cantrip — combines well.
Synergies
- Festival: +Buy + coin.
- Market: +Buy + coin universal.
- Bridge: Cost reduction multi-buy.
- Pawn: +Buy + coin.
- Council Room: +Buy + draw.
- Chapel: Thinning.
- Masquerade: Thinning + Estate dump.
- Great Hall: VP cantrip.
- Harem: $2 + 2 VP, $5 ramp.
- Ironworks: Gain Duchy (cost-4 if Bridge played).
Counters & Bad Matchups
- No +Buy cards: Strategy collapses.
- Province-engine boards: Engines hit $8 faster, outscore Duke.
- Heavy curser attacks: Curses bloat the deck past thinning.
- Gardens parallel: VP-conflict scrambles for Estates.
- No $5 cards: Less reason to optimize $5.
Advanced Tips
Duke mirror: First mover gets stronger Duke totals. Counter-strategy from behind: Province engine instead of mirroring.
Buy Dukes last: Stack Duchies first; Duke acquisition locks in score. Telegraphing Dukes lets opponents react.
3-pile timing: Duchy 8 + Duke 8 + Estate 8 (base) = three piles available. Or Duchy + Duke + a Kingdom pile. Don't tip your hand.
Standard plan: Chapel → Silver → Silver → Duchy → Duchy → Duke → Duchy → Duke → ...
Don't draw Dukes — they're VP cards. Late acquisition keeps the deck flowing.
Harem partner: Harem is $2 + 2 VP. Boosts $5 frequency + replaces Estate. Ideal Duke partner.