Count
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Count (Dark Ages)

Cost: $5

Type: Action

Text: Choose one: Discard 2 cards; put a card from your hand on top of your deck; or gain a Copper.\nChoose one: +$3; trash your hand; or gain a Duchy.

Strategy Review

Here's a comprehensive strategy guide for Count in Dominion:

Count Strategy Guide

Introduction: Count is a complex $5 action card from Dark Ages that offers players two separate choices from three options each time it's played. This flexibility makes it a versatile card that can serve different roles throughout the game, but understanding when to choose each option is crucial for optimal play.

Core Mechanics: First choice (must choose one): 1. Discard 2 cards 2. Put a card from your hand on top of your deck 3. Gain a Copper

Second choice (must choose one): 1. +$3 2. Trash your hand 3. Gain a Duchy

Key Strengths: 1. Flexibility to adapt to different game situations 2. Strong payload option (+$3) 3. Built-in deck control mechanisms 4. Mid-game trashing capability 5. Alternative victory card gaining method

Key Weaknesses: 1. Choices can be awkward when hand context isn't ideal 2. Trashing is all-or-nothing 3. Gaining Copper is rarely beneficial 4. Takes up an action without providing +Actions

Detailed Strategy Analysis:

Early Game Strategy:

In the opening turns, Count can serve multiple purposes:

  1. As an opener:
  2. Count is a reasonable $5 opening, particularly in games where early trashing might be valuable
  3. Pairs well with $2 cards that provide +Actions (e.g., Village variants)
  4. Can help accelerate toward early Provinces when used for +$3

  5. Early trashing:

  6. If your starting hand contains mostly Coppers and Estates, the trash option can be powerful
  7. Consider trashing on turn 3-4 when you draw multiple starting cards together
  8. More effective than dedicated trashers for removing multiple cards at once, but less precise

Mid-Game Usage:

The mid-game is where Count's flexibility really shines:

  1. Economy boost:
  2. The +$3 option makes Count an effective economic card
  3. Can help reach important price points ($6-$8)
  4. Particularly strong when combined with other treasure or payload cards

  5. Deck control:

  6. Using the "put a card on top" option to set up next turn's hand
  7. Can place key cards (like drawing cards or villages) for guaranteed access
  8. Useful for ensuring critical combinations will be drawn together

  9. Strategic discarding:

  10. Discard option helps cycle through deck faster
  11. Can remove dead cards from hand to improve current turn
  12. Enables draw-to-X cards to work more effectively

Late Game Considerations:

Count's utility changes significantly in the endgame:

  1. Duchy gaining:
  2. Direct Duchy gaining becomes increasingly valuable
  3. Can gain Duchies without spending actions or treasure
  4. Particularly strong in games where Provinces are depleting

  5. Hand management:

  6. Trashing becomes less valuable as deck quality improves
  7. Discarding and topdeck manipulation help find key cards
  8. +$3 remains relevant for purchasing Provinces

Combo Potential:

  1. Draw engines:
  2. Count works well in draw engines due to flexibility
  3. Can use discard option to enable draw-to-X cards
  4. Topdeck option helps sequence crucial engine pieces

  5. Treasure-based decks:

  6. +$3 option supplements treasure cards effectively
  7. Can help reach key price points more consistently
  8. Works well with cards like Bank or Grand Market

  9. Duchy rush strategies:

  10. Enables alternative victory point accumulation
  11. Combines well with other Duchy-gaining effects
  12. Can support hybrid strategies with both Provinces and Duchies

  13. Specific card combinations:

a) With Throne Room/King's Court: - Multiple Count plays offer increased flexibility - Can both trash and gain money in same turn - Enables multiple Duchy gains when needed

b) With Villages: - Overcomes Count's action limitation - Enables multiple uses in complex engine turns - Helps sequence important decisions

c) With Draw cards: - Laboratory, Smithy, etc. help find Count more consistently - Count's discard option enables draw-to-X effects - Can set up important draws for next turn

Counter-Strategy:

When opposing Count:

  1. Rush strategies:
  2. Fast Province rushes can outpace Count's Duchy-gaining
  3. Terminal draw attacks can disrupt Count's effectiveness
  4. Cursing attacks can make trashing decisions more difficult

  5. Deck control:

  6. Opponents' handsize attacks reduce Count's flexibility
  7. Junking attacks make trashing more complicated
  8. Discard attacks can force suboptimal Count choices

Timing Considerations:

  1. When to buy Count:
  2. Early if trashing is needed
  3. Mid-game for economic boost
  4. Late-game if Duchy gaining becomes important

  5. When to play Count:

  6. Early in turn if trashing or discarding
  7. Mid-turn if setting up next turn
  8. Late in turn if using for money

  9. Option selection timing:

  10. Consider hand composition carefully
  11. Plan multiple turns ahead when possible
  12. Account for shuffle timing

Kingdom Considerations:

  1. Strong Kingdom contexts:

a) No other trashers: - Count becomes primary deck-thinning tool - Early trashing more valuable - May warrant opening with Count

b) Limited +Buy: - Duchy-gaining ability more valuable - Can gain victory cards while still buying others - Enables parallel victory point accumulation

c) Other Duchy synergies: - Duke - Gardens in multiplayer - Victory token cards

  1. Weak Kingdom contexts:

a) Strong alternate trashers: - Chapel makes Count's trashing less valuable - More precise trashing options available - May want to skip Count entirely

b) Strong attacks: - Militia/Torturer make options awkward - Ghost Ship disrupts topdeck control - Witch makes trashing more difficult

c) Alternative payload sources: - Strong treasures reduce need for +$3 - Other victory card gainers available - Better engine components present

Number of Players Impact:

2 Players: - Duchy gaining less important - Trashing more effective - Economic role more significant

3-4 Players: - Duchy gaining more valuable - Pile control becomes relevant - Competition for Counts matters more

Strategic Tips:

  1. General guidelines:
  2. Don't feel compelled to trash unless clearly beneficial
  3. Consider next turn when making choices
  4. Track shuffle timing for topdeck decisions

  5. Common mistakes to avoid:

  6. Trashing prematurely without replacement cards
  7. Gaining Copper unnecessarily
  8. Ignoring Duchy gaining too long

  9. Advanced techniques:

  10. Use discard to enable draw-to-X effects
  11. Time trashing with deck cycling
  12. Sequence multiple Counts carefully

Conclusion:

Count is a versatile $5 card that requires careful consideration of both immediate and long-term game state. Its flexibility makes it useful in many situations, but maximizing its effectiveness requires understanding when each option is most valuable. While not always a game-defining card, Count can provide crucial support for various strategies and occasionally enable powerful alternative approaches to victory.

The key to mastering Count is recognizing that its true strength lies not in any single option, but in the ability to choose the right option at the right time. Players should remain flexible in their approach and be willing to adapt their use of Count as game conditions change.

Practice identifying the optimal choice for both decisions based on your current hand, deck composition, and game state. With experience, Count can become a reliable tool for implementing various strategies and responding to changing game conditions effectively.