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.
Here's a comprehensive strategy guide for Hermit:
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
Looking through your discard pile provides information about your deck
Gaining Ability
Gains to your discard pile
Madman Transformation
Key Strategic Elements
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
Mid-game focus shifts to: - Continued deck thinning - Strategic gaining of $3 cards - Setting up Madman transformations - Supporting your deck's main strategy
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
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
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
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
Hermit works well with: - Laboratory and similar drawers - Fishing Village/Village variants - Caravan/duration drawers - Cards that help see more of your deck
Strong synergies with: - Haven and other set-aside effects - Scheme for recycling - Treasury for controlled draw - Scout/Patrol type effects
Notable combinations: - Market Square for benefit from trashing - Fortress for recursive trashing - Death Cart for mutual support - Band of Misfits flexibility
Madman Considerations
Understanding Madman's value: - Massive hand size increase - One-time use but powerful - Returns to Madman pile - Can enable big combo turns
Maximizing Madman access: - Plan turns without buying - Consider multiple Hermits - Time transformations strategically - Balance with deck needs
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
Be aware of: - Can't trash Treasures - Requires careful timing - Competes with buying - Limited by Madman supply
Less effective when: - Few valuable $3 cards - Heavy Treasure-based attacks - Fast game pace - Strong alternative $3 cards
Watch for: - Junking attacks - Deck inspection - Hand size attacks - Action denial
Advanced Techniques
Managing multiple Hermits: - Coordinate transformations - Sequence trashing efficiently - Plan gaining strategy - Balance Madman timing
Using Hermit in engines: - Early game acceleration - Transitional strategy - Supporting combo pieces - Madman timing
Creative uses: - Gain-for-benefit cards - Tracking opponent's cards - Information gathering - Alternative victory paths
Kingdom Specific Considerations
Hermit shines with: - Strong $3 cards - Trashing payoffs - Action chains - Draw support
Less effective with: - Treasure focus - Few trash targets - Rush strategies - Better $3 options
Watch for: - Market Square - Fortress - Death Cart - Village variants
Timing and Pace Considerations
Adjust strategy based on: - Kingdom pace - Opposition strategy - Victory card distribution - Available engines
Plan turns around: - Action quantity - Buy phase timing - Discard timing - Transform opportunities
Adapt usage through: - Opening game - Middle game - Endgame - Rush situations
Cost Benefit Analysis
Evaluate: - $3 cost effectiveness - Action usage - Turn investment - Transformation value
Compare against: - Other $3 cards - Alternative strategies - Time investment - Action efficiency
Consider: - Deck improvement - Madman potential - Strategic flexibility - Victory potential
Practical Tips and Guidelines
Remember to: - Check discard pile first - Plan buy phase - Track Madman supply - Monitor trash targets
Avoid: - Premature buying - Inefficient trashing - Poor transformation timing - Neglecting $3 gains
Key decisions: - Trash timing - Gain choices - Buy phase planning - Transform timing
Strategy Tips by Experience Level
Focus on: - Basic trashing - Simple gain choices - Clear transformation opportunities - Straightforward combinations
Build understanding of: - Strategic timing - Complex combinations - Multi-card sequences - Advanced planning
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:
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.