[Dominion] Change Card Guide - Cost 3 Trasher + VP Upgrade
Rating of the Rising Sun card Change. Cost 3 Action. Trash a card from hand, gain a card costing more, take 1 VP per coin difference.
Change
Basic Info
- Type: Action
- Cost: 3
- Effect: You may trash a card from your hand. If you do, gain a card costing more than it; take 1 VP per coin difference (and 2 VP per debt difference). Otherwise, +$2.
Rating
The defining trasher of Rising Sun. Remodel-tier upgrade plus VP scoring, all at cost 3.
VP-token unique selling point: Estate ($2) → Gold ($6) = +4 VP. Copper ($0) → Market ($5) = +5 VP. Best VP-token producer in the Remodel family.
Falls back to +$2 if nothing trashed — never dead.
Tier S. Best $3 buy in nearly any board.
How to Play
Early: $3 buy ahead of Silver. Estate → Silver/Gold for VP.
Mid: Copper → Silver, Silver → Gold for thinning + VP banking.
Late: Silver → Province = +8 VP. Gold → Province = +2 VP + Province.
Multi-buy: 3-4 Changes per turn = trash + gain + VP every play.
When to Pick / Skip
Pick when:
- Almost any supply.
- Long games where VP banking decides.
- Estate/Copper trash needed.
- No alternative Remodel.
Skip when:
- Chapel saturates trashing.
- Short rushes.
- Heavy hand attacks.
3-4 copies typical.
Key Combos
Change + King's Court: 2 trash + 2 gain + VP doubled.
Change + Smithy: Draw to find Change.
Change + Haven: timing.
Change + Messenger: gain synergy.
Change + Chapel: shared trash, Change upgrades.
Change + Crossroads: VP draw + upgrade.
Change + Key: stable +$1.
Synergies
- King's Court: doubled.
- Smithy/Council Room: draw.
- Haven: timing.
- Messenger: gain.
- Chapel: trash partner.
- Crossroads: VP draw.
- Key: continuous +$1.
- Spices: Coffer build.
- Baker: $ carry.
- Remodel/Expand: shared role.
Counters & Bad Matchups
- Heavy attacks.
- Short games.
- Pre-trashed decks.
- Pure engines (over-trash).
Advanced Tips
Max VP: Estate ($2) → Gold ($6) = +4 VP. Or Copper → $5 = +5 VP.
Vs Remodel: Remodel gains "+$2 cost", Change gains "anything more". Change has VP edge.
KC max: KC + Change = 2 trashes + 2 gains + 2 VP triggers.
Mirror: VP race; early Estate-flip wins.
Haven: save for trash-rich turn.
Skip-trash: +$2 fallback when no useful target.
Province path: Silver → Province = +8 VP.
3-pile-go: Change can deplete piles by repeated gain.
Long game: 10+ VP tokens = 2 Provinces equivalent.