[Dominion] Harem Card Guide - Treasure-Victory Hybrid
Rating of the Intrigue card Harem. Cost 6 Treasure-Victory. $2 / 2 VP hybrid.
Harem
Basic Info
- Type: Treasure-Victory
- Cost: 6
- Effect: When played, +$2. At game end, 2 VP.
Rating
Intrigue's signature Treasure-Victory hybrid. Costs $6, $1 less coin than Gold but adds 2 VP. Versatile across BM and engine play.
The defining feature is "Harem instead of Gold." Gold = $3, Harem = $2 — but the 2 VP gap means 5 Harems = 10 VP (~2 Provinces). In BM, near-Gold equivalent. In engines, an alt-VP substitute.
Weakness: only +$2. Lower hit-rate on $8 Provinces. But Harem-itself = 2 VP, so VP-per-buy is actually high.
Tier B+ to A. Mandatory in Duke strategy, slight underdog in Province mirrors, situational in engines. Supply-dependent.
How to Play
Early/Mid: at $6, choose Gold vs. Harem. Province-rush: Gold. VP-target (Duke / Gardens): Harem.
Mid: stack Harems for VP + economy. Duke board: pair with Duchy on $5 turns.
End: Harem → Province / Duchy. Even when retained in hand, +$2 spends elsewhere.
Harem vs. Gold
Gold ($3) - Harem ($2) = $1 difference / 2 VP
- BM environment: Gold edge ($8 Province hit-rate).
- Duke strategy: Harem edge (VP + $5 hit support).
- Engine environment: Situational (VP-bloat tradeoff).
Compared to Duchy ($5, 3 VP), Harem ($6, 2 VP + $2) is one cost higher but doubles as economy. 5-6 Harems = 10-12 VP plus economic support.
Harem in the Duke Strategy
On Duke boards Harem is "god-tier":
- Harem = 2 VP (2 Estates' worth).
- +$2 supports $5 turns (Duchy / Duke).
- Replaces Estates, raising Treasure density.
Ideal Duke plan: Chapel away all Estates → 5-6 Harems → 8 Duchies + 8 Dukes for victory.
Key Combos
Harem + Duke: Duke board's strongest combo. Economy + VP.
Harem + Mine (Base): Upgrade Copper / Silver to Gold / Harem (cost 6 ceiling).
Harem + Remodel: Harem → Province (cost 6 → 8, 2-cost gap). Province-gain helper.
Harem + Festival: Festival's +$2 + Harem +$2 = $5 turn for Duchy.
Harem + Ironworks (via Bridge): Cost reduction (6 → 4) enables Ironworks → Harem. Mass acquisition.
Harem + Merchant (Base): Treasure-rate Silver bonus, Harem also a Treasure.
Harem + King's Court (Prosperity): Harem is a Treasure, not Action — KC can't target it.
Harem + Cellar: Discard Estates for draw, retain Harem.
Synergies
- Duke: Strategy core.
- Mine (Base): Treasure upgrade.
- Remodel: VP route.
- Festival: Economy support.
- Ironworks (via Bridge): Mass-gain.
- Merchant (Base): Treasure plays.
- Gardens (Base): VP race.
- Council Room: +Buy + economy.
- Great Hall: VP + draw.
- Masquerade: Pass Estates while keeping Harem.
Counters & Bad Matchups
- Pure Province engines: Gold edges Harem in mirror.
- No trashing: Harem can't be remodeled into Province cleanly.
- Heavy cost-reduction (Bridge-spam): Cheap Provinces shrink Harem's VP value.
- Heavy terminals: Economy Treasure < Village support.
- Rare $6 turns: Few buy chances.
Advanced Tips
Harem timing: Duke = early; Province-main = mid-late as sub-VP.
Harem + Duke parallel pickup: $5 → Duchy, $6 → Harem. Alternate to drain piles.
Province vs. Harem switch: At $8 buy Province, $6 buy Harem — calculate based on remaining Provinces and opponents' VP.
Harem-as-Mine-upgrade-target: Mine can convert Harem → Gold (cost 6 → 6, +$0 coin gap, but loses 2 VP). Rarely worth it.
"Worth of 2 VP": Estate = 1 VP, Duchy = 3 VP. Harem = 2 VP matches Estate's VP/cost. The +$2 is the actual edge.
Masquerade interaction: Avoid passing Harem accidentally. Pass Estates / Curses first when Harem in hand.
Harem as engine VP-weight: Pure engines that draw deck don't want too many Harems (can't reliably draw 100%). Province mirrors prefer Gold; Harem only late 2-3 copies.