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[Dominion] Bazaar Card Guide - Premium Village Variant

Rating of the Seaside card Bazaar. Cost 5 Action. +1 Card / +2 Actions / +$1.

Bazaar

Basic Info

  • Type: Action
  • Cost: 5
  • Effect: +1 Card / +2 Actions / +$1.

Rating

Seaside's premium Village. +1 Card / +2 Actions matches Village's draw/action, plus +$1 — a cost-5 upgraded Village. Compared to Festival (+2 Actions / +1 Buy / +$2), Bazaar's +1 Card / +2 Actions / +$1 trades Buy for hand-size.

Biggest strength is the "triple bundle" stability: Action support, hand maintenance, and coin contribution all in one. Solid engine glue.

But cost 5 competes with Witch / Wharf / Merchant Guild — pick order depends on board. Village-light boards love Bazaar; Village-rich boards prefer the other $5 powerhouses.

B+ tier. Reliable but not explosive. Excellent engine lubricant.

How to Play

Early game: pickup if Wharf / Witch already secured. First $5 usually goes elsewhere; second $5 turn is Bazaar window.

Mid-game: stack 2-3 Bazaars to multi-fire terminals (Smithy / Wharf / Torturer).

End-game: +$1 stack helps reach $8 for Provinces. Three Bazaars = +$3.

Key Combos

Bazaar + Smithy: +1 Card / +2 Actions / +$1 + Smithy +3 Cards = +4 Cards on the turn with Action slack.

Bazaar + Wharf: +2 Actions to fire Wharf. Wharf's duration also applies next turn.

Bazaar + Torturer: Action support for chain.

Bazaar + Witch: Cohabit terminals.

Bazaar + Throne Room: TR-Bazaar = +2 / +4 / +$2.

Bazaar + King's Court: KC-Bazaar = +3 / +6 / +$3.

Bazaar + Chapel: Thinned deck → Bazaar every turn.

Synergies

  • Smithy: Draw boost.
  • Wharf: Duration draw foundation.
  • Torturer: Chain support.
  • Witch: Cohabit.
  • Throne Room: Doubles.
  • King's Court: Triples.
  • Chapel: Thinning.
  • Conspirator: Action-count payoff.
  • Ambassador: Thinning support.
  • Market: Buy supplement.

Counters & Bad Matchups

  • $5-stacked supplies: Other $5 cards outpace Bazaar.
  • Terminal-light boards: +2 Actions wasted.
  • Heavy $4 splits: Late access.
  • BM strategy: Bazaar weak solo.
  • Fast races: Bazaar's incremental edge unhelpful.

Advanced Tips

Bazaar's +$1 looks small but stacks. 3 Bazaars = +$3 = 1.5 Silvers worth of economy.

Bazaar vs Fishing Village: Fishing Village is cost 3 with +2 Actions / +$1 / next-turn +$1. Bazaar adds +1 Card. Pick Bazaar for hand size, FV for cost-efficiency.

Bazaar vs Festival: Festival has +1 Buy / +$2; Bazaar has +1 Card / +$1. Pick Bazaar for hand maintenance, Festival for buying power.

Second Bazaar timing: 3-4 turns after first, once engine shape is set.

KC-Bazaar: Prosperity required. Solves all village issues.

3-pile-out: Bazaar's lone Buy doesn't help piling out, leave that to other cards.