Fortress
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Fortress (Dark Ages)

Cost: $4

Type: Action

Text: +1 Card\n+2 Actions\dWhen you trash this, put it into your hand.

Strategy Review

Here's a comprehensive strategy guide for Fortress:

Fortress Strategy Guide

Introduction Fortress is a unique Action card from Dark Ages that combines modest draw and Actions with an unusual "return-to-hand" ability when trashed. While its basic effects aren't spectacular, the trashing immunity makes it a versatile component in many strategies, particularly those involving trash-for-benefit effects.

Basic Properties - Cost: $4 - Effects: +1 Card, +2 Actions - Special ability: Returns to hand when trashed

Core Functions

  1. Action Supply Fortress's primary function is providing +2 Actions, making it a reasonable "village" card (cards that give multiple actions). While not as powerful as other villages like Festival or Worker's Village that provide additional benefits, Fortress's Action generation is reliable and comes at a reasonable cost.

The +1 Card means it at least replaces itself, avoiding the dead draw problem that pure villages like Village sometimes face. However, it doesn't help you dig deeper into your deck like more powerful cards do.

  1. Trash Resistance The defining feature of Fortress is its ability to return to your hand when trashed. This makes it immune to hostile trashing attacks and enables various powerful combinations with cards that trash for benefit.

Key Synergies

  1. Trash-for-Benefit Cards Fortress works exceptionally well with cards that provide benefits when trashing cards:

a) Apprentice - Can repeatedly trash Fortress to draw 4 cards (based on its $4 cost) - Fortress returns to hand, ready to be trashed again - Creates powerful draw engines

b) Bishop - Gain 2 VP tokens each time you trash Fortress - Fortress returns to hand for repeated use - Can generate significant VP without deck deterioration

c) Salvager - Gain $4 each time you trash Fortress - Fortress returns for multiple uses - Provides reliable economy boost

d) Trading Post - Can use Fortress as one of the trashed cards - Always have at least one card available to trash - Helps acquire Silver while maintaining hand size

  1. Card-Moving Effects Cards that move cards between zones can create interesting interactions:

a) Haven/Archive - Can set aside Fortress for later use - Helps ensure Action chains in future turns - Provides timing flexibility

b) Native Village - Can store Fortress on mat when needed - Helps manage Action density - Creates more strategic options

  1. Action Chains As a village card, Fortress works well with:

a) Terminal Draw Cards - Smithy - Council Room - Witch - Other card drawers that need Actions

b) Terminal Attack Cards - Can enable multiple attacks per turn - Militia - Ghost Ship - Bureaucrat

c) Terminal Payload Cards - Can play multiple economy cards - Market Square - Woodcutter - Monument

Timing and Strategy Considerations

  1. Early Game

In the opening phase, consider buying Fortress when: - The board has valuable terminal actions you want to play multiple of - Trash-for-benefit cards are available - You need cheap non-terminal actions - Opponent's strategy involves trashing attacks

Avoid opening Fortress when: - Better $4 options exist (like Gardens in a rush strategy) - The board lacks terminal actions worth chaining - Strong money strategies are viable - You need more deck improvement

  1. Mid Game

During the middle game, Fortress becomes more valuable for: - Building action chains - Setting up trash-for-benefit engines - Defending against deck attacks - Providing consistent Action supply

  1. Late Game

In the endgame, Fortress can: - Generate VP through Bishop combinations - Maintain engine consistency - Provide economy through Salvager - Protect against late-game trashing

Counter-Strategy and Weaknesses

  1. Limited Impact
  2. Only draws one card
  3. Provides no economic benefit
  4. Doesn't improve deck quality alone

  5. Opportunity Cost

  6. Competes with other $4 cards
  7. May be too slow for some strategies
  8. Doesn't directly contribute to victory

  9. Counter Cards

  10. Enchantress can neutralize its Action bonus
  11. Possession can force suboptimal plays
  12. Limited by Gardens/Duke strategies

Building Around Fortress

  1. Engine Building Example engine structure:
  2. 2-3 Fortress
  3. 2-3 Terminal draw cards
  4. 1-2 Trash-for-benefit cards
  5. Payload cards
  6. Deck thinning

  7. VP Generation Bishop-based strategy:

  8. Multiple Fortress
  9. 1-2 Bishop
  10. Deck thinning
  11. Additional Action cards
  12. Alternative VP sources

  13. Economic Engine Salvager-based approach:

  14. 2-3 Fortress
  15. 1-2 Salvager
  16. Terminal draw
  17. Additional villages
  18. Treasure cards

Kingdom Considerations

  1. Strong Kingdoms Fortress shines when:
  2. Multiple valuable terminals exist
  3. Trash-for-benefit cards are present
  4. Engine strategies are viable
  5. Deck attack cards are available

  6. Weak Kingdoms Fortress struggles when:

  7. Big Money is dominant
  8. Rush strategies are optimal
  9. Few terminal actions exist
  10. Alternative villages provide better benefits

Multiplayer Considerations

  1. Two-Player Games
  2. More likely to build engines
  3. Trash-for-benefit combos more reliable
  4. Can focus on longer-term strategies

  5. Three+ Player Games

  6. May need more copies of Fortress
  7. Higher competition for key cards
  8. Must consider multiple attack sources

Sample Game Plans

  1. Fortress/Bishop Engine Opening: Fortress/Silver or Bishop/Silver Build: Add second Fortress, Bishop Mid-game: Add draw, thin deck End-game: Generate VP tokens

  2. Fortress/Salvager Economy Opening: Silver/Silver Build: Add Fortress, Salvager Mid-game: Add draw, additional Fortress End-game: Convert to Provinces

  3. Fortress/Terminal Draw Opening: Fortress/Silver Build: Add terminal draw Mid-game: Add payload End-game: Convert to Victory cards

Tips and Tricks

  1. Efficiency
  2. Don't over-buy Fortress
  3. Balance with terminal actions
  4. Consider deck composition
  5. Maintain proper action density

  6. Timing

  7. Plan trash-for-benefit chains
  8. Consider opponent's turns
  9. Manage deck shuffling
  10. Track important cards

  11. Flexibility

  12. Use as defense when needed
  13. Adapt to game state
  14. Consider alternative strategies
  15. Watch for key moments

Common Mistakes

  1. Over-investing
  2. Buying too many copies
  3. Focusing too much on combinations
  4. Neglecting deck improvement
  5. Missing alternative strategies

  6. Poor Timing

  7. Using trash effects too early
  8. Missing key purchases
  9. Poor shuffle timing
  10. Inefficient action chains

  11. Strategic Errors

  12. Ignoring better options
  13. Poor kingdom reading
  14. Inflexible strategy
  15. Neglecting end game

Conclusion

Fortress is a versatile card that requires careful consideration of kingdom context and strategic timing. Its unique trash-resistance ability enables powerful combinations, while its Action generation supports various engine strategies. Success with Fortress depends on:

  • Recognizing synergistic opportunities
  • Building appropriate support structure
  • Managing timing and efficiency
  • Adapting to game state
  • Avoiding common pitfalls

While not always a game-defining card, Fortress can be a valuable component in many strategies and provides interesting strategic options in appropriate kingdoms. Understanding its strengths, limitations, and optimal use cases will help improve your overall Dominion play.

Remember that Fortress's value varies significantly based on kingdom composition and game context. Always evaluate it against alternative options and consider how it fits into your overall strategy. With proper understanding and application, Fortress can be a powerful tool in your Dominion arsenal.