Hermit
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Hermit (Dark Ages)

Cost: $3

Type: Action

Text: Look through your discard pile. You may trash a card from your discard pile or hand that is not a Treasure. Gain a card costing up to $3.\dWhen you discard this from play, if you didn't buy any cards this turn, trash this and gain a Madman from the Madman pile.

Strategy Review

Here's a comprehensive strategy guide for Hermit:

Hermit Strategy Guide

Hermit is a fascinating $3-cost Action card from Dark Ages that offers both trashing and gaining capabilities, along with a unique transformation ability into Madman. Understanding how to leverage all aspects of Hermit's abilities is key to using it effectively.

Core Mechanics and Basic Usage

  1. Trashing Ability
  2. Hermit can trash non-Treasure cards from either your hand or discard pile
  3. The flexibility to trash from two zones is valuable
  4. Being restricted to non-Treasures means you can't use it to trim Coppers
  5. Looking through your discard pile provides information about your deck

  6. Gaining Ability

  7. Always gains a card costing up to $3
  8. This happens regardless of whether you trash anything
  9. Not restricted to any particular card type
  10. Gains to your discard pile

  11. Madman Transformation

  12. Transforms into Madman if you don't buy any cards on your turn
  13. Requires discarding Hermit from play (not from hand or deck)
  14. Madman itself is a powerful card that can generate significant hand size

Key Strategic Elements

  1. Early Game Strategy

Early game is when Hermit typically provides the most value: - Can trash starting Estates and Curses - Helps acquire useful $3 cards - Good opening buy at $3/$4 - Can begin setting up Madman transformations

Opening Considerations: - Strong as a single opening card - Pairs well with Silver at $3/$4 - Can open double Hermit at $5/$2 - Consider kingdom context for $3 gains

  1. Mid-Game Usage

Mid-game focus shifts to: - Continued deck thinning - Strategic gaining of $3 cards - Setting up Madman transformations - Supporting your deck's main strategy

  1. Late Game Applications

Late game utility depends on: - Remaining trash targets - Value of $3 gains - Need for Madman's drawing power - Victory card considerations

Optimal Timing and Sequencing

  1. Playing Hermit

Consider these factors when playing Hermit: - Play early in your turn if seeking Madman - Check discard pile contents first - Consider whether to trash before playing other cards - Plan your buying phase in advance

  1. Buying Decisions

To maximize Hermit's value: - Sometimes skip buying to get Madman - Plan turns ahead for transformation - Balance immediate needs vs. Madman potential - Consider timing of gaining $3 cards

  1. Transformation Timing

Optimal Madman transformation requires: - No purchases this turn - Hermit must be in play - Must be discarded from play - Planning around these requirements

Key Synergies and Combinations

  1. Card Drawing

Hermit works well with: - Laboratory and similar drawers - Fishing Village/Village variants - Caravan/duration drawers - Cards that help see more of your deck

  1. Deck Manipulation

Strong synergies with: - Haven and other set-aside effects - Scheme for recycling - Treasury for controlled draw - Scout/Patrol type effects

  1. Other Interactions

Notable combinations: - Market Square for benefit from trashing - Fortress for recursive trashing - Death Cart for mutual support - Band of Misfits flexibility

Madman Considerations

  1. Madman Benefits

Understanding Madman's value: - Massive hand size increase - One-time use but powerful - Returns to Madman pile - Can enable big combo turns

  1. Transformation Strategy

Maximizing Madman access: - Plan turns without buying - Consider multiple Hermits - Time transformations strategically - Balance with deck needs

  1. Using Madman Effectively

Getting the most from Madman: - Save for key combo turns - Use with payload cards - Consider Action limits - Plan follow-up turns

Counter Strategies and Weaknesses

  1. Main Weaknesses

Be aware of: - Can't trash Treasures - Requires careful timing - Competes with buying - Limited by Madman supply

  1. Kingdom Considerations

Less effective when: - Few valuable $3 cards - Heavy Treasure-based attacks - Fast game pace - Strong alternative $3 cards

  1. Opposition Tactics

Watch for: - Junking attacks - Deck inspection - Hand size attacks - Action denial

Advanced Techniques

  1. Multi-Hermit Strategy

Managing multiple Hermits: - Coordinate transformations - Sequence trashing efficiently - Plan gaining strategy - Balance Madman timing

  1. Engine Building

Using Hermit in engines: - Early game acceleration - Transitional strategy - Supporting combo pieces - Madman timing

  1. Alternative Approaches

Creative uses: - Gain-for-benefit cards - Tracking opponent's cards - Information gathering - Alternative victory paths

Kingdom Specific Considerations

  1. Strong Kingdoms

Hermit shines with: - Strong $3 cards - Trashing payoffs - Action chains - Draw support

  1. Weak Kingdoms

Less effective with: - Treasure focus - Few trash targets - Rush strategies - Better $3 options

  1. Key Kingdom Cards

Watch for: - Market Square - Fortress - Death Cart - Village variants

Timing and Pace Considerations

  1. Game Speed

Adjust strategy based on: - Kingdom pace - Opposition strategy - Victory card distribution - Available engines

  1. Turn Structure

Plan turns around: - Action quantity - Buy phase timing - Discard timing - Transform opportunities

  1. Game Phase

Adapt usage through: - Opening game - Middle game - Endgame - Rush situations

Cost Benefit Analysis

  1. Investment Considerations

Evaluate: - $3 cost effectiveness - Action usage - Turn investment - Transformation value

  1. Opportunity Cost

Compare against: - Other $3 cards - Alternative strategies - Time investment - Action efficiency

  1. Long-term Value

Consider: - Deck improvement - Madman potential - Strategic flexibility - Victory potential

Practical Tips and Guidelines

  1. General Guidelines

Remember to: - Check discard pile first - Plan buy phase - Track Madman supply - Monitor trash targets

  1. Common Mistakes

Avoid: - Premature buying - Inefficient trashing - Poor transformation timing - Neglecting $3 gains

  1. Decision Points

Key decisions: - Trash timing - Gain choices - Buy phase planning - Transform timing

Strategy Tips by Experience Level

  1. Beginner Tips

Focus on: - Basic trashing - Simple gain choices - Clear transformation opportunities - Straightforward combinations

  1. Intermediate Concepts

Build understanding of: - Strategic timing - Complex combinations - Multi-card sequences - Advanced planning

  1. Advanced Techniques

Master: - Multi-Hermit management - Complex engine building - Optimal transformation timing - Advanced combinations

Conclusion

Hermit is a versatile card that rewards careful planning and strategic thinking. Its combination of trashing, gaining, and transformation abilities makes it a valuable addition to many strategies. Success with Hermit requires:

  • Understanding all three aspects of its abilities
  • Careful planning of turn sequence
  • Strategic timing of transformations
  • Awareness of kingdom context

While not always a game-dominating card, Hermit can provide significant value in the right circumstances and rewards skilled play with powerful effects. Its relatively low cost makes it accessible early, while its potential for transformation into Madman keeps it relevant throughout the game.