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[Dominion] Ghost Town Card Guide - Night-Phase Village

Rating of the Nocturne card Ghost Town. Cost 3 Night-Duration. At the start of your next turn, +1 Card and +1 Action.

Ghost Town

Basic Info

  • Type: Action - Night - Duration
  • Cost: 3
  • Effect: At the start of your next turn, +1 Card and +1 Action.

Rating

A-tier. The cheapest reliable Village in Nocturne — effectively a $3 cantrip Village delivered next turn. Played as a Night card, it doesn't consume an Action this turn.

Smoothest Village in Nocturne. Cost 3 means you can stack copies early to lay engine foundations. Unlike Village or Vassal, it always fires (Night phase), so terminal-heavy boards can buy and play it on the same turn.

Weakness: one-turn delay, and the copy you draw can't be played until the Night phase.

How to Play

Top $3 pick when no other Villages exist. Engine cornerstone.

Mid-game, fire one Ghost Town per turn to lock in next turn's "+1 Card +1 Action".

Late, Ghost Town's +1 Action becomes dead weight in greening turns. Buy priority drops.

Key Combos

Ghost Town + Terminal Draw: Smithy, Council Room — engine lubricant.

Ghost Town + Devil's Workshop: Two Night cards stack.

Ghost Town + Cobbler: Cobbler gains Ghost Town at $3.

Ghost Town + Witch: Village support for attack chaining.

Synergies

  • Smithy / Council Room: Terminal draw lubricant.
  • Witch: Attack chaining.
  • Cobbler: Gain target.
  • Remodel: Springboard from Ghost Town to Province.

Counters & Bad Matchups

  • Boards already swimming in Villages.
  • Greening phase: +1 Action surplus.
  • Short games: Duration delay loses value.

Advanced Tips

3-5 copies depending on engine scale.

Because it resolves in the Night phase, you can buy a 3rd Ghost Town and play it the same turn.

Two Ghost Towns chained = +2 Cards +2 Actions next turn guaranteed.