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[Dominion] Outpost Card Guide - The Extra Turn Trigger

Rating of the Seaside card Outpost. Cost 5 Action-Duration. After this turn, take an extra turn with a 3-card hand.

Outpost

Basic Info

  • Type: Action-Duration
  • Cost: 5
  • Effect: If this turn is not a non-consecutive turn, take an extra turn after it (3-card hand).

Rating

Unique "extra turn" card. Cost 5, take an immediate extra turn — but with only a 3-card hand. No back-to-back extra turns.

Biggest strength: doubles the buying opportunity. With $8 hit, extra turn means another Province / Duchy. With engine, extends megaturns.

But 3-card hand is harsh. Without thinning, mostly Coppers — $2-3 only. Pair with Chapel / Ambassador for thinned 3-card hits of $7-8.

B tier. Strong in engines, weak in BM. Often loses to Witch / Wharf among $5 picks.

How to Play

Early game: skip Outpost — pick Wharf / Witch first.

Mid-game: after thinning + draw is set up, consider Outpost.

End-game: chain "Province turn → extra turn Duchy" finishes.

Extra Turn Specifics

  1. After main turn, cards stay in play; extra turn begins immediately.
  2. Hand is 3 cards (not standard 5).
  3. Outpost in extra turn does nothing (no chained extras).
  4. After extra turn, normal cleanup + 5-card draw.

Key Combos

Outpost + Chapel: Thinned deck → 3-card hand has good quality.

Outpost + Ambassador: Estate removal lifts 3-card hit quality.

Outpost + Smithy: Smithy expands hand to 6 cards on extra turn.

Outpost + Lab: Cantrip stack for hand maintenance.

Outpost + Fishing Village: Duration synergy, +1 Action carries.

Outpost + Throne Room: NO — Throne on Outpost doesn't grant 2 extras.

Outpost + King's Court: NO — same restriction.

Outpost + Prosperity: Bank / Royal Seal etc shine on extra turn.

Synergies

  • Chapel: Thinning.
  • Ambassador: Estate removal.
  • Smithy: Hand expansion.
  • Lab: Cantrip.
  • Fishing Village: Duration synergy.
  • Merchant Ship: Duration coin.
  • Courtyard: Topdeck.
  • Militia: Hand reduction (opponent).
  • Bank (Prosperity): Extra-turn coin.
  • Pearl Diver: Topdeck cycling.

Counters & Bad Matchups

  • Throne Room series: Doubling ineffective.
  • Unthinned deck: 3-card hand garbage.
  • BM strategy: Most coppers, weak.
  • Heavy attacks (Militia): 3-card hand devastated.
  • Fast races: Cumulative effect too slow.

Advanced Tips

Play timing: Outpost at end of main turn. Secure coin first then trigger.

3-card hand fix: Chapel / Ambassador thinning makes Silver / Gold reliable.

Courtyard combo: Topdeck a card to carry into extra turn.

Outpost + Merchant Ship: Duration $2 carries to extra turn — $5-6 from 3-card hand.

No Outpost chains: extra-turn Outpost is dead.

3-pile-out: Outpost $5 doesn't help much.