[Dominion] Hideout Card Guide - Village + Trash with Estate Penalty
Rating of the Renaissance card Hideout. Cost 4 Action. +1 Card +2 Actions; trash a card from your hand. If a VP card, gain an Estate.
Hideout
Basic Info
- Type: Action
- Cost: 4
- Effect: +1 Card / +2 Actions / Trash a card from your hand. If it's a Victory card, gain an Estate.
Rating
Renaissance's "thinning Village." Cost 4: +1 Card +2 Actions (Village+) plus mandatory trash. Combines Village function with Chapel-tier thinning at cost 4.
Biggest strength: thin while gaining Actions. Deck shrinks without losing tempo.
Caveat: trashing a Victory card spawns an Estate (penalty). Trashing Estates yields Estates → no thinning. Coppers, Curses, weak terminals are best.
Overall A tier. Cost-4 thinning + Village is exceptional. Especially strong when you can avoid the Estate penalty.
How to Play
Early: Top cost-4 pick alongside Smithy / Witch / Workshop.
Mid: trash Coppers / Curses every turn while keeping Actions.
Late: Pure Village function once thinning targets dry up.
Estate Penalty Tactics
Avoid the auto-Estate gain:
- Coppers first (no penalty).
- Curses (no penalty).
- Unwanted terminals.
- Trashing Estates only swaps Estates 1-for-1 — neutral.
Niche: Duke decks can intentionally trash Provinces / Duchies to spawn Estates feeding Duke VP.
Key Combos
Hideout + Chapel: Chapel bulk-thin, Hideout maintains.
Hideout + Witch / Old Witch: Self-Curse-trash + own engine.
Hideout + Smithy: +2 Actions enables terminal-draw.
Hideout + Inventor: Inventor gains Hideout.
Hideout + City Gates: +1 hand size.
Hideout + Throne Room: TR + Hideout = +2 Cards / +4 Actions / 2 trashes.
Synergies
- Chapel: Two-stage thinning.
- Witch / Curser: Curse cleansing.
- Smithy / Council Room: Village frees terminals.
- Inventor / Workshop: Gain chain.
- City Gates Project: +1 hand.
- Throne Room: Doubled.
- Remodel / Improve: Upgrade chain.
Counters & Bad Matchups
- Estate-heavy decks: Estate-for-Estate swap = no thinning.
- Duke / Province / Great Hall boards: VP trash triggers Estate penalty.
- Quick-finish: Thinning unused.
- No trash targets: Mandatory trash hurts useful cards.
Advanced Tips
Trash priority: Coppers > Curses > useless terminals > Estate (last resort).
Trash-must rule: Hideout REQUIRES a trash. With only useful cards in hand, don't play it.
Duke abuse: Trash Provinces → spawn Estates → boost Duke VP. Niche optimization.
Hideout + Gardens: Mismatch — Gardens wants bulk, Hideout thins.