Cost: $0
Type: Victory
Text: Worth 1VP for every 3 Action cards in your deck (rounded down).
Here's a comprehensive strategy guide for Vineyard in Dominion:
Introduction Vineyard is a unique Victory card from the Alchemy expansion that rewards players for accumulating Action cards throughout the game. Unlike standard Victory cards that have a fixed VP value, Vineyards scale based on the number of Action cards in your deck when the game ends. Each Vineyard provides 1VP for every 3 Action cards (rounded down), making it a potentially powerful alternative or complement to traditional Victory cards.
Basic Mechanics and Calculations - Each Vineyard counts all Action cards in your deck, including other copies of the same Action card - The calculation is done at game end, counting your entire deck (draw pile, discard pile, and hand) - The rounding down is done per Vineyard, not on the total Action count Examples: - 15 Action cards = 5VP per Vineyard - 16 Action cards = 5VP per Vineyard - 17 Action cards = 5VP per Vineyard - 18 Action cards = 6VP per Vineyard
Key Considerations for Vineyard Strategies
You need a critical mass of Action cards to make them worthwhile
Action Density Requirements To match traditional Victory cards:
This means Vineyards become competitive with: - Moderate Action density (12-15 cards): Better than Duchies - High Action density (18+ cards): Better than Provinces - Very high Action density (24+ cards): Significantly better than Provinces
Optimal Vineyard Strategies
Key components: a) Card draw - Laboratory, Smithy, Council Room - These help cycle through your deck while adding to Action count
b) Villages and variants - Village, Festival, Market - Multiple copies are good as they count separately - Help chain multiple Actions together
c) Payload Actions - Attack cards - Terminal draw - Economy boosters
Wandering Minstrel ($4) These can be as valuable as expensive Actions for Vineyard scoring
Self-Replacing Actions Cards that replace themselves are particularly valuable:
Synergistic Cards and Combinations
Throne Room/King's Court - Counts as an Action card itself - Lets you play valuable Actions multiple times - Helps build Action count quickly
Band of Misfits - Counts as an Action card - Can copy other useful Actions - Provides flexibility
Scheme - Helps retrieve key Action cards - Ensures consistent Action plays - Maintains Action density
Workshop variants - Gains cheap Actions efficiently - Helps accumulate Action cards quickly - Examples: Workshop, Armory, University
Gainers that target Actions specifically - Artisan - Upgrade - Ironworks
Haven + Archive - Both are Actions - Help organize your deck - Improve consistency
Native Village + Multiple Actions - Creates Action-dense mat - Helps store valuable cards - Counts for Vineyard scoring
Counter-Strategies and Weaknesses
Vulnerability to attacks: - Militia/Minion can discard valuable Actions - Saboteur can trash Actions - Possession can steal key turns
Deck dilution risks: - Too many non-Action cards - Victory card accumulation - Treasure flooding
Timing issues: - Early Potions slow development - Late Action accumulation may be too slow - Balancing Action buying vs. Vineyard buying
Trash Actions: - Knights - Rogue - Ambassador
Rush strategies: - Province rush before Action count builds - Garden rush with cheaper requirements - Colony rush in Prosperity games
Control Action supply: - Buy key Actions to deny them - Empty Action piles before full value achieved - Force game end before critical mass
Optimal Number of Vineyards
The ideal number depends on:
High (16+ Actions): 4+ Vineyards
Game Length
Consider pile exhaustion timing
Competition
Kingdom Evaluation for Vineyard Strategies
When evaluating a Kingdom for Vineyard potential, consider:
Are there Action chains available?
Economy
Are there alternative money sources?
Tempo
Sample Turn Sequences
Early Game (Turns 1-4): Turn 1: Silver Turn 2: Potion Turn 3: Key Action card Turn 4: Another Action or Vineyard
Mid Game (Turns 5-10): - Focus on Action accumulation - Add key engine pieces - Begin acquiring Vineyards
Late Game (Turns 11+): - Continue Action accumulation - Balance Vineyards with other Victory cards - Consider pile control
Tips for Success
Watch opponent's strategy and adapt
Timing Considerations
Consider end-game timing
Practice Points
Common Mistakes to Avoid
Over-investing in Vineyards
Tactical Mistakes
Missing pile exhaustion opportunities
Timing Errors
Conclusion
Vineyard is a powerful alternative Victory card that rewards careful planning and Action-heavy strategies. Success requires: - Strong Action accumulation - Efficient engine building - Careful timing - Accurate counting - Strategic flexibility
When properly supported, Vineyards can provide significant VP potential that exceeds traditional Victory cards. However, they require commitment to an Action-focused strategy and careful consideration of timing and kingdom context.
Remember that Vineyards aren't always the optimal strategy, even with good Action support. Always evaluate the specific Kingdom context and be prepared to adapt your strategy based on opponent moves and game development.