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[Dominion] Cargo Ship Card Guide - Set Aside Gained Cards

Rating of the Renaissance card Cargo Ship. Cost 3 Action-Duration. +$2; once this turn, set aside a gained card; next turn, into hand.

Cargo Ship

Basic Info

  • Type: Action-Duration
  • Cost: 3
  • Effect: +$2 / Once this turn, when you gain a card, you may set it aside (on this). At the start of your next turn, put it into your hand.

Rating

Renaissance's hidden gem. Cost 3, +$2 (Silver/Market-grade) plus a gained-card stash. The "next-turn-into-hand" feature beats topdecking (Bureaucrat-style) in many cases.

Biggest strength: "instant utility of gained cards." Gain a Province, set aside, next turn it's in hand — +6 VP, no deck pollution. Or stash a Gold for guaranteed +$3 opening hand next turn.

+$2 alone is useful. Terminal slot, but +$2 + stash dual-function at cost 3 is exceptional value.

Overall A tier. Province acceleration, late-game play, BM strategies — versatile.

How to Play

Early: top 3-coin pick alongside Smithy.

Mid-game: Cargo Ship + gain every turn, stash key cards for next turn.

Late: stash Provinces — instant VP, no deck pollution.

Stash Tactics

Stash priorities:

  1. Province: Late game; instant hand next turn = effective topdeck.
  2. Gold: Economic activation, big buy next turn.
  3. Action card: Stashed Action lands in hand for immediate play.
  4. Workshop-gained heavy: Activate immediately.

Skip stash when normal discard suffices.

Key Combos

Cargo Ship + Workshop / Inventor: Stash gained card for instant use.

Cargo Ship + Remodel: Stash upgraded card.

Cargo Ship + Province buy: Late game stash Province for clean hand.

Cargo Ship + Witch / Old Witch: Cargo Ship's +$2 funds curser play.

Cargo Ship + City Gates: +1 hand size raises Cargo Ship draw.

Cargo Ship + Throne Room: TR + Cargo Ship = +$4, stash 2 gained cards.

Synergies

  • Workshop / Inventor: Instant gained-card use.
  • Remodel / Improve: Upgrade chain.
  • Border Guard: Filter to find Cargo Ship.
  • City Gates Project: +1 hand size.
  • Throne Room: Doubled +$4 + 2 stashes.
  • All gain effects: Inventor, Recruiter, Treasurer.
  • Other Durations: Coin of the Realm, etc.

Counters & Bad Matchups

  • Action-light boards: Just +$2 = degraded Silver.
  • No-gain boards: Stash unused.
  • Quick-finish: Duration value lost.
  • Pure thinning: Cargo Ship doesn't thin.

Advanced Tips

Multiple copies: 2-3 keep stashes flowing every turn. Late-game 4-5 Provinces stashable.

Province double: Cargo Ship → +$8 buy Province / stash → next turn +$8 buy Province. Stable double-Province endgame.

Note: "Gain" includes attacks / Workshop gains, not just Buy phase. All stashable.

Timing: must play Cargo Ship before gaining. Forgetting after buy = no stash.

Hidden info: stashed cards are public. Reveals strategy.