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[Dominion] Pirate Ship Card Guide - Trash Treasures + Token Economy

Rating of the Seaside card Pirate Ship. Cost 4 Action-Attack. Choose: $1 per Coin token, OR each opponent reveals top 2, you trash a Treasure, gain a token if any trashed.

Pirate Ship

Basic Info

  • Type: Action-Attack
  • Cost: 4
  • Effect: Choose one: +$1 per Coin token on your Pirate Ship mat; OR each other player reveals top 2 cards, you trash a Treasure, discards rest. If any opponent trashed a Treasure, add a Coin token.

Rating

Seaside's unique trash-treasure + token-economy attack. $4 with two modes (attack or economy). Trash opponents' Treasures + accumulate permanent +$ tokens. Slow-burn economy.

Defining trait: "trash opp Treasure + own token" double effect. Opponent econ degrades, you grow. Strong long-game.

Tier B to A long-game. Short games = ineffective. 3-4 player = excellent (more targets, faster tokens). Terminal.

How to Play

Early: $4 buy candidate (esp. anti-BM).

Mid: Attack-mode every turn — trash + tokens.

End: 5-7 tokens → switch to economy mode for Province pace.

Mode Choice

Attack mode:

  1. Tokens ≤ 2 (low econ).
  2. Opp Treasure-heavy.
  3. Mid-game pre-Province race.

Economy mode:

  1. Tokens ≥ 5 (+$5+).
  2. Opp already trashed.
  3. End-game Province turn.

Key Combos

Pirate Ship + Pirate Ship: Spam = faster trash.

Pirate Ship + King's Court: KC = 3 attacks / 3x token coin.

Pirate Ship + Throne Room: TR = 2x.

Pirate Ship + Village: Terminal split.

Pirate Ship + Fishing Village: Duration + Pirate Ship.

Pirate Ship + Lighthouse: Defense.

Pirate Ship + Witch: Curse + Treasure trash.

Synergies

  • King's Court: Triple attack / 3x tokens.
  • Throne Room: Doubles.
  • Village / Fishing Village: Terminal split.
  • Lighthouse: Defense.
  • Witch: Curse + Treasure trash.
  • Masquerade: Thin + attack.
  • Smithy: Draw amp.
  • Chapel: Self-thinning.
  • Warehouse (Seaside): Topdeck + Pirate Ship.
  • Council Room: Draw + attack.

Counters & Bad Matchups

  • Lighthouse: Defense.
  • Moat: Single-shot.
  • Heavy attacks: Terminal collision.
  • Short games: Token accumulation slow.
  • Chapel-engines: Treasures already trashed.
  • Workshop-BM: Less Treasure.

Advanced Tips

"Early Pirate Ship": $4 fastest turn. Token timing matters.

"Attack → Economy switch": Tokens ≥ 5 = economy. +$5/turn for Province burst.

KC + Pirate Ship: KC + 3x = 3 trashes + 3 tokens.

3-pile-out: Pirate Ship 10 + 2 piles.

"Pirate Ship vs Witch": Witch ($5, +2 Cards / Curse) vs Pirate Ship ($4, trash / token). Witch = instant + draw, Pirate Ship = slow econ. Short = Witch, long = Pirate Ship.

Pirate Ship mirror: Both trash. First-token-stacker wins.

3-4 player Pirate Ship: More targets / faster tokens. Tier S in multiplayer.

Pirate Ship buying: 2-3 early. No mid additions.

VP value: 0 VP plain Action. Don't overbuy late.