Counterfeit
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Counterfeit (Dark Ages)

Cost: $5

Type: Treasure

Text: Worth $1\n+1 Buy\nWhen you play this, you may play a treasure from your hand twice. If you do, trash that treasure.

Strategy Review

Here's a comprehensive strategy guide for Counterfeit:

Counterfeit Strategy Guide

Introduction Counterfeit is a $5 treasure card from Dark Ages that offers a unique combination of effects: it provides $1 and +1 Buy, plus the ability to double-play and trash a treasure from your hand. While this might initially seem like a modest effect, Counterfeit can enable powerful combinations and strategies when used correctly.

Basic Characteristics - Provides $1 - Grants +1 Buy - Optional ability to play another treasure twice and trash it - $5 cost makes it accessible in most opening splits

Core Strategic Elements

  1. Double-Play Value The primary value of Counterfeit comes from its ability to double-play treasures. This effectively means:
  2. Copper becomes worth $2 before being trashed
  3. Silver becomes worth $4 before being trashed
  4. Gold becomes worth $6 before being trashed

  5. Treasure Trashing The mandatory trashing aspect of Counterfeit is both a benefit and a limitation:

  6. Helps thin your deck of basic treasures
  7. Can remove cursed treasures (like Ill-Gotten Gains)
  8. Creates tension with cards that want treasures to stick around
  9. May limit your economy if overused

Key Use Cases

  1. Early Game Applications In the early game, Counterfeit can serve multiple purposes:

a) Deck Thinning - Using Counterfeit to double-play and trash Coppers accelerates deck improvement - Each Copper removal increases deck consistency - The double-play means you're not losing money while thinning

b) Economic Boost - Double-playing Silver provides a significant temporary boost to $4 - Can help reach important price points early - Particularly valuable when you need that extra money and +1 Buy

  1. Mid-Game Strategy

a) Treasure Management - Selective trashing of lower-value treasures - Maintaining balance between economy and thinning - Using double-plays to hit critical price points

b) Buy Timing The +1 Buy becomes increasingly valuable as you: - Need to pick up multiple components - Want to grab both Victory cards and action cards - Clean up loose Coppers while still making meaningful purchases

  1. Late Game Considerations
  2. Less emphasis on trashing as deck-thinning becomes less important
  3. Focus on using double-plays for maximum buying power
  4. Careful management of remaining treasures

Synergies and Combinations

  1. Strong Synergies

a) Special Treasures - Quarry: Double-play for huge action card discounts - Bank: Can contribute twice to Bank's value before being trashed - Venture: Gets two chances to hit valuable treasures - Horn of Plenty: Can increase count of unique cards played

b) Treasure Gainers - Trader: Can gain Silvers to immediately double-play - Mine: Upgrade treasures that you can then double-play - Mint: Gain copies of valuable treasures to use with Counterfeit

c) Buy Multipliers - Grand Market: Extra Buy helps maximize Grand Market turns - Governor: Additional buying power supports multiple gains - Bridge variants: Combine cost reduction with extra buying power

  1. Card-Specific Interactions

a) Platinum - Double-playing Platinum provides a massive $10 burst - Generally too valuable to trash, but can be game-winning in specific situations

b) Colony Games - Double-plays become more valuable with higher-cost cards - Extra Buy helps with mixed Colony/Province strategies

c) Cursed Treasures - Counterfeit can remove negative treasures while still getting value - Works well with Ill-Gotten Gains, Cursed Gold, etc.

Counter-Strategies and Limitations

  1. Weaknesses

a) Limited Treasure Supply - Can run out of useful treasures to double-play - May weaken your deck if overused - Requires careful balance of trashing vs. economy

b) Opportunity Cost - $5 cost could be spent on other engine components - Competes with other trashers - May not provide enough immediate benefit in fast games

  1. Kingdom Considerations

a) Unfavorable Kingdoms - Heavy action-based engines - Kingdoms with better trashing options - Games where +Buy is readily available

b) Hostile Strategies - Junking attacks can make treasures more valuable - Handsize attacks reduce double-play opportunities - Deck inspection becomes more predictable after trashing

When to Buy Counterfeit

  1. Favorable Conditions

a) Opening Buy ($5/$2 or $4/$3) - When early treasure trashing is valuable - With complementary $2-$3 cards - In kingdoms lacking other trashing options

b) Mid-Game Addition - When deck needs selective thinning - To enable specific treasure combinations - When extra Buy becomes valuable

  1. Number to Buy

a) Single Copy - Basic deck thinning - Supplementary +Buy - Limited treasure synergies

b) Multiple Copies - Heavy treasure-based strategies - Strong special treasure synergies - Need for multiple +Buys

Gameplay Tips and Techniques

  1. Timing Considerations

a) Play Order - Play Counterfeit after action cards - Consider order with other treasures - Plan double-plays carefully

b) Trashing Decisions - Balance immediate gain vs. long-term economy - Consider future turns and shuffles - Watch treasure supply piles

  1. Strategic Planning

a) Deck Composition - Maintain adequate treasure density - Plan replacement economy - Consider victory card ratio

b) Game Phase Adaptation - Early: Focus on thinning - Mid: Balance economy and utility - Late: Maximize buying power

Building Around Counterfeit

  1. Treasure-Heavy Strategies

a) Components - Multiple Counterfeits - Special treasures - Treasure gainers - Card draw

b) Support Cards - Market variants - Deck inspection - Treasure searching

  1. Engine Integration

a) Hybrid Approaches - Limited Counterfeits - Selective treasure suite - Action card support

b) Economy Management - Backup money sources - Alternative victory paths - Flexible purchasing options

Example Kingdoms and Approaches

  1. Treasure-Focused Kingdom Kingdom: Counterfeit, Bank, Venture, Market, Mine, Laboratory, Village, Chapel, Gardens, Workshop

Strategy: - Open Counterfeit/Chapel - Thin aggressively while building treasure base - Use Mine to upgrade treasures for better double-plays - Build towards Bank/Venture engine - Use Markets for additional draw and Buys

  1. Engine Support Kingdom Kingdom: Counterfeit, Quarry, Library, King's Court, Bridge, Festival, Worker's Village, Militia, Duchy, Province

Strategy: - Open with engine components - Add Counterfeit for economy boost and thinning - Use Quarry double-plays for massive action discounts - Leverage Bridge/Buy synergy - Build towards King's Court combinations

Conclusion

Counterfeit is a versatile card that offers both immediate utility and strategic depth. Its combination of effects - economy, +Buy, double-play, and trashing - makes it valuable in many contexts, though it requires careful consideration of timing and kingdom context.

Key Success Factors: 1. Balance trashing with economic needs 2. Identify and exploit treasure synergies 3. Time purchases and plays effectively 4. Maintain adequate treasure density 5. Adapt strategy to game phase and kingdom context

When used thoughtfully, Counterfeit can be a powerful addition to many strategies, offering deck improvement, economic flexibility, and strategic options throughout the game. Understanding its strengths, limitations, and optimal use cases will help you maximize its potential in your games.