[Dominion] Shanty Town Card Guide - Conditional Cantrip Village
Rating of the Intrigue card Shanty Town. Cost 3 Action. +2 Actions; if no Actions in hand, +2 Cards.
Shanty Town
Basic Info
- Type: Action
- Cost: 3
- Effect: +2 Actions. Reveal your hand. If no Action cards in hand, +2 Cards.
Rating
Intrigue's conditional cantrip-village. +2 Actions guaranteed; +2 Cards conditional on "no Actions in hand." Cost-3 with both village and draw potential.
Defining trait: when conditions met, cost-3 cantrip-village + Smithy-grade draw.
Tier B+ to A. Engine-staple village. Condition-management is key but yields Festival-grade output.
How to Play
Early: $3 buy. Competing with Village ($3) and Silver ($3).
Mid: Play other Actions first, then Shanty Town for +2 Actions + +2 Cards.
End: Draw source or +2 Actions for other cards.
Condition-Triggering Tactics
"No Actions in hand" setup:
- Order: Use other Actions first, Shanty Town last.
- Action-cluster turn: Shanty Town at the end.
- Reveal moment: Hand at reveal time must have NO Actions.
Example: hand = Village + Shanty Town + Copper + Copper + Estate. Village → (use any in-hand Actions) → Shanty Town with hand lacking Actions → +2 Cards.
Key Combos
Shanty Town + Torturer: Top village support for Torturer chain. +2 Actions for chain, conditional +2 Cards.
Shanty Town + Minion: Chain support.
Shanty Town + Conspirator: Hits 3-action threshold.
Shanty Town + Smithy: Smithy terminal covered.
Shanty Town + Market: Cantrip + buy + Action support.
Shanty Town + Bridge: Bridge-engine village.
Shanty Town + King's Court (Prosperity): KC + ST = +6 Actions + conditional +6 Cards.
Shanty Town + Throne Room: TR + ST = +4 Actions + conditional +4 Cards.
Synergies
- Torturer: Chain village.
- Minion: Chain.
- Conspirator: Action count.
- Smithy: Terminal complement.
- Market: Universal.
- Bridge: Megaturn.
- King's Court: Triples.
- Throne Room: Doubles.
- Masquerade: Thin + draw.
- Duke: $5 frequency.
Counters & Bad Matchups
- Action-dense decks: Actions always in hand, +2 Cards condition fails.
- No thinning: Action-dense risk.
- Militia hand-strip: Action retention forces no-trigger.
- Heavy terminals: Shanty Town is also terminal.
- Pure BM: Silver suffices.
Advanced Tips
Order matters: Actions → ... → Shanty Town (last) triggers condition.
Reveal-moment check: Hand at reveal must have no Actions.
Multi-stack: 1st as plain village, 2nd+ for condition-triggered explosion.
KC + Shanty Town: 1 KC plays ST 3x = +6 Actions + conditional +6 Cards. Super-firepower turn.
Duke strategy: Shanty Town for $5 frequency → Duchy/Duke.
"Shanty Town vs. Village": Village = +1 Card / +2 Actions unconditional. Shanty Town = conditional +2 Cards / +2 Actions. Trigger met = ST edge.
3-pile-out: Shanty Town 10 + Village 10 + Estate 8.
"With Action in hand": +2 Actions only. Village function.