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[Dominion] Native Village Card Guide - Mat-Stash Village

Rating of the Seaside card Native Village. Cost 2 Action. +2 Actions / set aside top card on mat OR put all mat cards in hand.

Native Village

Basic Info

  • Type: Action
  • Cost: 2
  • Effect: +2 Actions. Choose one: (1) set aside the top card of your deck (face down) on your Native Village mat, OR (2) put all cards from your mat into your hand.

Rating

A unique cost-2 village. Standard +2 Actions village function plus mat-stash deck manipulation. Mat-stashed cards are not trashed — they return to deck at game end for VP scoring.

Biggest strength: "key-card stashing." Set aside Gold or Smithy on mat, then release the mat to fire all stashed cards on a Province turn.

Caveat: stashed cards are face-down — must remember. Stashed cards aren't playable until released.

B tier. Solid cost-2 village; the mat tactic shines in specific boards.

How to Play

Early game: $2 buy candidate.

Mid-game: stash Golds / Smithy on mat for big finish.

End-game: release mat for Province turn boost.

Mat-Stash Tactics

  1. Early stash: Top card face-down. If it's an Estate, effectively a Chapel-equivalent (still scores at game end).
  2. Key-card stash: Gold / Smithy stashed for Province turn release.
  3. Attack dodge: Stash valuable card before Militia hand-reduction.

Key Combos

Native Village + Smithy: Stash Smithy, release on Province turn for +3 Cards.

Native Village + Gold: Stash Gold for $3 release on $8 turn.

Native Village + Chapel: Thinning synergy.

Native Village + Wharf: Duration + village.

Native Village + Throne Room: TR-NV = +4 Actions / 2 mat ops.

Native Village + King's Court: KC-NV = +6 Actions / 3 mat ops.

Native Village + Treasure Map: Stash both Treasure Maps, release together.

Synergies

  • Smithy: Mat-stash draw spike.
  • Gold: Mat-stash coin spike.
  • Chapel: Thinning.
  • Wharf: Duration + village.
  • Throne Room: Doubles.
  • King's Court: Triples.
  • Treasure Map: Pair-up enabler.
  • Pirate Ship: Coin support.
  • Explorer: Gold gain synergy.
  • Adventurer: Deep digging.

Counters & Bad Matchups

  • Strong $2/$3 alternatives: Chapel / Fishing Village compete.
  • Simple engines: Fishing Village more reliable.
  • Attack environments: Some attacks may target mat (rule check).
  • Fast races: Mat operations are slow.
  • BM strategy: Mat effect wasted.

Advanced Tips

Stash decisions: Top card is blind. Lucky to stash an Estate, unlucky to lose a Gold.

Release timing: Just before $8 Province buy, release mat to enable Gold / Smithy access.

2+ Native Villages: 1st stashes, 2nd releases or stashes more.

"Effective trash": Stashed Estates never re-enter hand mid-game (still score at end).

KC-NV: Prosperity required — full mat control with one card.

3-pile-out: $2 makes Native Village an easy pile target.