Cost: $6
Type: Action
Text: +4 Cards\dWhen you trash this, gain a Duchy or 3 Estates
Here's a comprehensive strategy guide for Hunting Grounds:
Hunting Grounds Strategy Guide
Introduction Hunting Grounds is a $6 Action card from Dark Ages that offers powerful card draw and an interesting on-trash effect. At its core, it's a simple card that draws four cards, making it one of the strongest single-card drawing effects in Dominion. The trashing benefit adds an interesting strategic layer that can become relevant in the late game.
Basic Characteristics - Cost: $6 - Draw power: +4 Cards - No +Actions - On-trash benefit: Choice between gaining a Duchy or three Estates
Core Strengths 1. Powerful Drawing Hunting Grounds' primary strength is its ability to draw four cards at once. This is an extremely efficient rate of card draw, surpassing Laboratory (+2 cards) and matching the drawing power of Smithy (+3 cards) plus a cantrip. The ability to see four new cards dramatically increases your deck velocity and the likelihood of drawing your key cards together.
Key Limitations 1. Terminal Action Like Smithy, Hunting Grounds is a terminal action (no +Actions). This means you can typically only play one per turn unless you have additional actions from other cards. This limitation is particularly important given its high cost of $6.
Strategic Considerations
Early Game Acquisition - Hunting Grounds is difficult to acquire early due to its $6 cost - Usually requires a strong opening like Silver/Silver or a $5 card plus Silver - Consider whether rushing to Hunting Grounds is worth delaying other important $5-$6 purchases
Opening Considerations - Generally not a first-buy priority unless the kingdom strongly supports it - Better to establish basic economy first (Silver, good $4-$5 cards) - Can be a strong second or third major purchase
Deck Integration - Works best in decks that can handle terminal actions efficiently - Ideal in combination with villages or other action suppliers - Can function as a primary draw engine when properly supported
Action Management - Plan your turn sequence carefully to maximize benefit - Play villages or other action suppliers first - Consider the risk of terminal collision with other important terminal actions
Transitioning Strategy - The trashing benefit becomes increasingly relevant as the game progresses - Consider when to intentionally trash Hunting Grounds for VP - Timing is crucial - too early sacrifices drawing power, too late misses VP opportunities
Victory Point Conversion - Choice between Duchy and Estates depends on several factors: * Remaining supply piles * Current VP differential * Three-pile ending risk * Deck density considerations
Key Synergies and Combinations
Native Village can store Hunting Grounds for big turns
Throne Room Effects
May require additional action support
Trashing Enablers
Particularly valuable in the late game
Duration Cards
Help manage terminal nature of Hunting Grounds
Deck Trackers
Counter Strategies
Consider defensive purchases if opponent is rushing
Deck Attack
May force premature trashing for VP
Alternative Victory Paths
When to Buy Hunting Grounds
Favorable Conditions: 1. Kingdom includes strong action support 2. No strong attack cards present 3. Game pace allows engine building 4. Few competing $6 cards 5. Limited alternative draw options 6. Trashing synergies available
Unfavorable Conditions: 1. Heavy attack presence 2. Strong alternative $6 cards (especially Gold in Big Money strategies) 3. Rush-friendly kingdom 4. Limited action support 5. Better draw options available 6. Three-pile ending risk high
Sample Game Plans
Convert to VP in late game
Trash-for-Benefit Strategy
Time conversion carefully
Mixed Strategy
Position in Various Formats
2-Player Games - Strong when properly supported - Requires careful timing of VP conversion - More important to deny opponent copies
3-4 Player Games - Less reliable due to pile depletion - VP conversion more significant - Consider supply count carefully
Kingdom-Specific Considerations
Prosperity - Competes with Colony strategy - May need to delay VP conversion - Consider Colony/Platinum opportunity cost
Dark Ages - Strong with Rats for trashing - Ruins make action support more important - Feodum can affect Estate vs. Duchy decision
Tips and Tricks
Consider opponent's VP total
Technical Play
Monitor reshuffles
Advanced Techniques
Common Mistakes to Avoid
Missing alternative opportunities
Poor Timing
Incorrect VP choice
Strategic Errors
Conclusion
Hunting Grounds is a powerful but nuanced card that requires careful strategic planning to use effectively. Its strong drawing power makes it a valuable engine component, while the trashing benefit provides interesting late-game options. Success with Hunting Grounds depends on:
When properly used, Hunting Grounds can be a cornerstone of powerful engines and provide crucial late-game VP swings. However, it requires significant investment and support to reach its full potential. Players must carefully weigh its benefits against other options and consider the specific kingdom context when deciding how heavily to invest in Hunting Grounds strategies.
Remember that Hunting Grounds is often not a must-buy even when present in the kingdom. Its effectiveness depends heavily on the overall kingdom composition and game situation. Understanding when to pursue Hunting Grounds strategies and when to look elsewhere is key to improving your overall Dominion play.