[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.