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[Dominion] Acting Troupe Card Guide - 4 Villagers and Self-Trash

Rating of the Renaissance card Acting Troupe. Cost 3 Action. +4 Villagers, then trash this. Pure Villager battery.

Acting Troupe

Basic Info

  • Type: Action
  • Cost: 3
  • Effect: +4 Villagers / Trash this.

Rating

The flagship Villager-token card from Renaissance. At cost 3, +4 Villagers is a massive burst of stored Actions on a single card. Villagers persist between turns and may be spent any time on your turn — perfect for timing-flexible terminal management.

The biggest strength is freeing up terminal collisions. One Acting Troupe = 4 turns of unblocked terminals. On Village-light boards, this is invaluable, letting you fire Smithy / Council Room / Witch reliably every turn.

Weakness: self-trashes, so it's one-and-done. 4 Villagers may not be enough for long games — you'll want multiple copies. The card itself produces no draw or coin, so by itself it doesn't move the board.

Overall B+ tier. Value spikes on Village-poor boards, fades on Village-rich ones. Combos powerfully with Renaissance Projects like City Gates and Guildhall.

How to Play

Early: top contender for the 3-coin slot when terminal-draw (Smithy / Council Room / Library) is also present. Tempo doubles.

Mid-game: hoard Villagers, then dump on big turns (e.g., spend 3 Villagers to fire 3 Smithies on a Province turn).

Late: since it self-trashes, plan to buy 2-3 copies during the game so Villager reserves stay deep.

Using Villager Tokens

Villager basics:

  1. Spendable any time during your turn (not limited to Action phase).
  2. 1 Villager = +1 Action.
  3. Carry over to future turns.
  4. No cap (multiple Acting Troupes stack: 8, 12, etc.).

One Acting Troupe = 4 turns of terminal freedom — bargain at cost 3.

Key Combos

Acting Troupe + Smithy: Reliable terminal-draw every turn.

Acting Troupe + Witch / Old Witch: Stack Curse-attackers since they're terminals.

Acting Troupe + City Gates Project: +1 hand size each turn improves Acting Troupe draw consistency.

Acting Troupe + Guildhall Project: Coffers on Treasure gains, double-token economy alongside Villagers.

Acting Troupe + Throne Room: TR + AT = +8 Villagers, 8 turns of free Actions.

Acting Troupe + Workshop / Inventor: Gain extra Acting Troupes for repeated Villager bursts.

Synergies

  • Smithy / Council Room / Library: Terminal-draw unblock.
  • Witch / Curser-attackers: Stack curser plays.
  • Throne Room / King's Court: Doubled +Villagers.
  • City Gates Project: +1 hand size, draw Acting Troupe reliably.
  • Guildhall Project: Coffers + Villager dual economy.
  • Workshop / Inventor: Direct Acting Troupe gain.
  • Remodel / Improve: Replace self-trashed slots with new Acting Troupes.

Counters & Bad Matchups

  • Village-rich boards: Less need for stored Actions.
  • Pure-thinning decks: Self-trash isn't true thinning.
  • Pure Big Money boards: Without terminals to feed, Villagers go unused.
  • Quick-finish boards: No time to bank Villagers before pile-out.

Advanced Tips

Best timing: play Acting Troupe after drawing your deck, banking Villagers for next turn's setup. Persistence between turns is the key feature.

Multiple copies: 2-3 Acting Troupes scale linearly to +8 / +12 Villagers. Buy 3+ on Guildhall / City Gates boards.

Acting Troupe-BM: Acting Troupe → 2 Smithies → Silver/Gold → Province. The Villager battery enables triple-Smithy without Villages.

Cycle: self-trash means "use it then buy another." While Acting Troupe is in supply, keep buying.

Way variants: in Renaissance+ era boards with Ways, Acting Troupe sometimes serves as a Way target — but usually Action mode is stronger.