Harbor Village
Basic Info
- Type: Action
- Cost: 4
- Effect: +1 Card +2 Actions. After the next Action you play this turn, if it gave you +$, +$1.
Rating
A Plunder Village. Cost 4: +1 Card +2 Actions + conditional +$1. Functionally an upgrade over Base Village (cost 3) when paired with coin-producing Actions.
Defining feature: triggers only when the next Action produces +$. Smithy (+3 cards) doesn't trigger. Market/Militia/Mining Road/Pirate trigger.
In engines paired with coin-producing Actions, Harbor Village adds Silver-equivalent economy.
Overall A tier. Plunder engine cornerstone candidate.
How to Play
Early: any $4 turn → Harbor Village over Silver. First engine piece.
Mid: Harbor Village ×N + N coin-producing Actions = +$N acceleration. Pair with Mining Road, Market, Militia.
Late: Without +$ Actions, it's just a vanilla Village.
Key Combos
Harbor Village + Mining Road: +$2 + +$1 = +$3.
Harbor Village + Market: +$1 + +$1 = +$2.
Harbor Village + Militia: +$2 + +$1 + handsize attack.
Harbor Village + Pirate: Pirate gives no +$ → no trigger, but Pirate is still strong.
Harbor Village + Siren: HV +$1 next turn + Siren draw-to-8.
Synergies
- Mining Road: +$2 + +$1.
- Market (Base): +$1 + +$1.
- Militia: +$2 + +$1 + attack.
- Merchant Guild: +$1 + coin tokens.
- Siren: Next-turn acceleration.
- Pilgrim: HV chain + Pilgrim draw.
- Smithy: HV connector but no trigger.
Counters & Bad Matchups
- Pure draw boards: Smithy/Council Room don't trigger HV bonus.
- Weak supply: No +$ Actions → just a Village.
- No-attack boards: Functions as basic Village.
Advanced Tips
Trigger condition: Action effect text contains "+$N." Pure draw/+actions don't trigger.
Second Harbor Village: 2-3 copies for engine.
Harbor Village-BM: HV + Mining Road + Silver/Gold BM hits Province line.
Multi-HV: 2 HVs played in sequence both trigger on next +$ Action (cumulative).