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[Dominion] Treasure Map Card Guide - High-Variance Romance Card

Rating of the Seaside card Treasure Map. Cost 4 Action. Trash this and another Treasure Map for 4 Golds on top of deck.

Treasure Map

Basic Info

  • Type: Action
  • Cost: 4
  • Effect: Trash this. If you have another Treasure Map in hand, trash that too. If you trashed both, gain 4 Golds and put them on top of your deck.

Rating

A high-variance "romance" card. Pair-and-trash for 4 Golds (+$12 total) topdecked — explosive economy when it hits. The Golds land on top, so they're guaranteed in next turn's hand.

But "needs both in hand" is devastating. One in hand alone self-trashes for nothing — wasted $4. Even with 2 bought, drawing them in different turns can blank the entire investment.

Mitigation requires thinning + draw + topdeck manipulation. Chapel + Native Village + Lookout combos pump pair-up odds. Without setup, Treasure Map is gambling.

B- tier. Romance for advanced players; safer cards win consistently.

How to Play

Early game: aim to buy 2 simultaneously on $4 turns. Must pair to fire.

Mid-game: manipulate deck to pair them. Chapel thin, Native Village stash, Lookout sift.

Post-fire: 4 Golds enable 2-Province turns.

Pair-Up Tactics

Drawing 2 Treasure Maps in one hand requires:

  1. Chapel away Estates / Coppers to raise Treasure Map density.
  2. Native Village stash one, release when second drawn.
  3. Warehouse / Salvager cycle deck.
  4. Smithy / Lab hand expansion.

Key Combos

Treasure Map + Native Village: Stash for guaranteed pairing.

Treasure Map + Chapel: Thinning for density.

Treasure Map + Warehouse: Cycle for pair-up.

Treasure Map + Salvager: Thin + cycle.

Treasure Map + Lookout: Topdeck the second one.

Treasure Map + Ambassador: Thinning accelerator.

Treasure Map + Throne Room: TR-Map = 2 trashes = 8 Golds (theoretical, needs 2 in hand).

Synergies

  • Native Village: Mat-stash.
  • Chapel: Thinning.
  • Warehouse: Cycle.
  • Salvager: Thin + cycle.
  • Lookout: Topdeck control.
  • Ambassador: Thinning.
  • Throne Room: Doubling (complex).
  • Smithy: Draw.
  • Lab: Cantrip draw.
  • Courtyard: Topdeck.

Counters & Bad Matchups

  • No thinning: Low pair-up probability.
  • No draw source: Insufficient hand size.
  • Militia: Hand reduction breaks pair-up.
  • Fast races: Pair-up too slow.
  • 4-player: Game ends before fire.

Advanced Tips

TM-BM: Silver / Map / Map / Silver. Mid-game 4 Golds → instant $8 turn.

Buy 2 simultaneously: Need two $4 turns, ideally turns 3-4.

3rd Map insurance: Helps pair-up odds dramatically.

TM + Native Village + Chapel: Compress + stash full package.

KC-TM: Possible to fire Map multiple times via KC, but needs another Map in hand. Practical value low.

3-pile-out: TM at $4 doesn't reduce supply (it self-trashes), but engine-buyout count contributes.