Cost: $1
Type: Reaction-Shelter
Text: When you buy a Victory card, you may trash this from your hand.
Here's a comprehensive strategy guide for Hovel:
Introduction: Hovel is one of the three Shelter cards introduced in Dark Ages, replacing starting Estates in games where Shelters are used. As a Reaction card that can trash itself when buying Victory cards, Hovel presents unique strategic considerations that differ from standard starting cards.
Basic Characteristics: - Cost: $1 - Similar to Estate in that it's a dead card in your deck - Can self-trash when buying Victory cards - Starts in your opening hand when using Shelters - Cannot be bought during the game
Core Strategic Considerations:
Initial Hand Impact Unlike Estate, Hovel's presence in your starting deck isn't purely negative. While it's still a dead card for deck-building purposes, the ability to trash it provides valuable deck-thinning potential. When playing with Shelters, you need to factor this into your opening turns and overall strategy.
Timing Considerations
Early Game: - Don't rush to trash Hovel unless you have a specific plan - Consider holding it if Victory card purchases are likely in the near future - Early Province purchases become slightly more attractive with Hovel in hand
Mid Game: - Prime time to leverage Hovel's trashing ability - Can help transition into green cards while maintaining deck efficiency - May influence the timing of Victory card purchases
Late Game: - Less important to trash as the game nears conclusion - May be worth keeping if you need every card for buying power
The presence of Hovel can influence when you buy Victory cards: - May want to delay Victory purchases until you draw Hovel - Could accelerate Victory purchases if Hovel is in hand - Might prioritize drawing your deck to find Hovel before buying Victory cards
Strong Synergies:
a) Draw-heavy Decks - More likely to have Hovel in hand when buying Victory cards - Can better control when to trash Hovel - Examples: Laboratory chains, Village/Smithy combinations
b) Treasury Decks - Can better maintain deck quality while greening - Hovel trashing helps preserve Treasury returns
c) Alternative Victory Card Strategies - Gardens: Early Victory card purchases become more attractive - Duke: Can trash Hovel while building Duchy stack - Silk Road: Helps manage Victory card density
Weak Synergies:
a) Slow-building Engines - May not reach full potential before needing Victory cards - Hovel might get trapped in deck too long
b) Sloggy Games - Limited opportunities to trash Hovel - Victory cards bought less frequently
Positive Interactions:
a) Tracking Cards - Wishing Well: Knowing Hovel's location helps time Victory purchases - Scout: Can set up Hovel for next turn - Navigator: Can avoid or find Hovel as needed
b) Draw Cards - Library: Can draw until finding Hovel - Hunting Party: Can target Hovel specifically - Council Room: More chances to find Hovel
c) Victory Cards with Benefits - Mill: Less painful to buy early with Hovel - Great Hall: Cycles while allowing Hovel trash - Nobles: Provides actions while enabling trashing
Negative Interactions:
a) Other Trashers - Chapel: Makes Hovel's trashing ability less relevant - Steward: More flexible trashing available - Trading Post: Can trash Hovel more efficiently
When to Keep Hovel: 1. Early game with no immediate Victory card plans 2. When other trashing is available 3. If deck is already highly efficient 4. When Victory points are not yet priority
When to Prioritize Trashing Hovel: 1. When transitioning to green cards 2. If deck needs immediate improvement 3. When purchasing essential Victory cards 4. If hand size is crucial for engine operation
Fast Kingdoms: - May need to trash Hovel quickly - Victory card rushing could be viable - Consider opportunity cost of early Victory purchases
Slow Kingdoms: - More time to find optimal trashing moments - Can be more strategic about Victory card timing - May hold Hovel longer for perfect timing
Standard Openings: - $5/$2: Consider Victory card on $2 if Hovel in hand - $4/$3: May influence choice between early engine pieces - $3/$4: Could affect timing of Silver purchases
Modified Approaches: - Might prefer cards that help draw Hovel - Could prioritize alternative Victory cards - May adjust typical opening patterns
In 3-4 Player Games: - Victory pile pressure increases - More important to time Hovel trashing - May need to green earlier than usual
Specific Multiplayer Strategies: 1. Watch opponent's greening signals 2. Consider Victory card pile races 3. Be prepared for earlier game end
Tactical Errors: - Trashing too early without plan - Holding too long when deck needs improvement - Forgetting about Hovel when buying Victory cards - Missing optimal trashing opportunities
Strategic Errors: - Over-valuing Hovel's trashing ability - Under-valuing Victory card timing - Ignoring Hovel in decision-making - Poor coordination with other trashing
Deck Tracking: - Monitor Hovel's location - Plan Victory purchases accordingly - Calculate odds of drawing Hovel
Timing Optimization: - Coordinate with shuffle timing - Plan multiple turns ahead - Consider opponent's likely moves
Duchies: - Earlier Duchy purchases more viable - Can improve deck while gaining points - May influence Duke strategies
Colonies: - Higher value makes timing more crucial - Worth waiting for Hovel more often - Can significantly impact deck quality
Opening Phase: - Influences initial buy decisions - Affects early trashing strategy - May change typical opening patterns
Building Phase: - Helps maintain deck quality - Influences transition timing - Affects engine construction
Greening Phase: - Key timing for Hovel usage - Influences Victory card purchase order - Affects endgame approach
Curse Attacks: - May influence Victory card timing - Could affect trashing priorities - Might change typical defensive plays
Possession: - Opponent can trash your Hovel - May influence possession turn planning - Could affect Victory card timing
General Guidelines: 1. Keep track of Hovel's location 2. Plan Victory purchases in advance 3. Consider alternate Victory strategies 4. Balance trashing with deck needs
Specific Advice: 1. Don't force early Victory purchases 2. Watch opponent's strategies 3. Consider kingdom-specific timing 4. Maintain flexibility in plans
Conclusion:
Hovel represents a unique strategic element in Dominion games using Shelters. While its primary function is similar to Estate as a starting card that clogs your deck, the trashing ability adds a layer of tactical decision-making that can significantly impact game play. Success with Hovel requires careful consideration of timing, understanding of deck composition, and strategic planning of Victory card purchases.
The key to maximizing Hovel's potential lies in finding the right balance between holding it for optimal trashing opportunities and not letting it hamper your deck's development. By considering the various factors outlined in this guide, players can better integrate Hovel into their overall strategy and use it to their advantage rather than seeing it as merely a starting deck liability.
Remember that Hovel's impact varies greatly depending on kingdom composition, player count, and game pace. Successful players will adapt their Hovel strategy based on these factors while maintaining focus on their overall game plan. With practice and careful consideration of the principles discussed here, Hovel can become a useful tool in your strategic arsenal rather than just another starting card to overcome.