Hunting Grounds
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Hunting Grounds (Dark Ages)

Cost: $6

Type: Action

Text: +4 Cards\dWhen you trash this, gain a Duchy or 3 Estates

Strategy Review

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.

  1. Late-Game Flexibility The on-trash effect provides interesting tactical options in the late game, allowing you to convert a now-less-useful drawing card into either a Duchy (worth 3VP) or three Estates (worth 3VP total). This can be particularly valuable when transitioning to a victory point strategy.

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.

  1. High Cost At $6, Hunting Grounds competes with other powerful cards in its price range, including Gold and strong kingdom cards. This opportunity cost must be carefully considered when deciding whether to invest in Hunting Grounds.

Strategic Considerations

  1. Early Game Strategy

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

  1. Mid-Game Usage

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

  1. Late Game Considerations

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

  1. Village Variants
  2. Any village card (Village, Festival, City, etc.)
  3. Allows multiple Hunting Grounds plays per turn
  4. Creates powerful draw engines
  5. Native Village can store Hunting Grounds for big turns

  6. Throne Room Effects

  7. Throne Room, King's Court, etc.
  8. Dramatically increases card draw
  9. Can be risky due to terminal nature
  10. May require additional action support

  11. Trashing Enablers

  12. Chapel, Steward, Trading Post
  13. Allow controlled trashing of Hunting Grounds when desired
  14. Can create powerful VP-gaining combinations
  15. Particularly valuable in the late game

  16. Duration Cards

  17. Fishing Village, Haven, etc.
  18. Provide action support for next turn
  19. Help manage terminal nature of Hunting Grounds

  20. Deck Trackers

  21. Wishing Well, Scout, Navigator
  22. Help maximize value of large card draw
  23. Improve consistency of finding key cards

Counter Strategies

  1. Rush Strategies
  2. Fast province rushes can end game before Hunting Grounds engine develops
  3. Gardens strategies can outpace before drawing power matters
  4. Consider defensive purchases if opponent is rushing

  5. Deck Attack

  6. Militia, Ghost Ship, etc.
  7. Can reduce effectiveness of large card draw
  8. May force premature trashing for VP

  9. Alternative Victory Paths

  10. Colony games may reduce value of trashing for Duchy/Estates
  11. Alternate VP cards may provide better endgame options

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

  1. Classic Village/Hunting Grounds Engine
  2. Priority purchases: Silver, Village, Hunting Grounds
  3. Build to multiple Hunting Grounds
  4. Add payload cards
  5. Convert to VP in late game

  6. Trash-for-Benefit Strategy

  7. Include trashing enablers
  8. Build moderate engine
  9. Strategically trash for VP
  10. Time conversion carefully

  11. Mixed Strategy

  12. Balance Hunting Grounds with other draw
  13. Maintain flexibility
  14. Convert based on game state
  15. Adapt to opponent's 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

  1. Timing Considerations
  2. Track remaining Duchies/Estates
  3. Monitor game pace
  4. Watch for three-pile ending signals
  5. Consider opponent's VP total

  6. Technical Play

  7. Calculate deck cycling carefully
  8. Plan action sequencing
  9. Track important cards
  10. Monitor reshuffles

  11. Advanced Techniques

  12. Use as draw backup in complex engines
  13. Time trashing for maximum impact
  14. Consider pile control aspects
  15. Use VP conversion defensively

Common Mistakes to Avoid

  1. Over-investing
  2. Buying too many copies early
  3. Neglecting economy
  4. Ignoring action support
  5. Missing alternative opportunities

  6. Poor Timing

  7. Trashing too early
  8. Holding too long
  9. Missing key VP windows
  10. Incorrect VP choice

  11. Strategic Errors

  12. Ignoring opponent's strategy
  13. Poor pile management
  14. Inflexible gameplan
  15. Misreading game pace

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:

  • Proper support (especially action supply)
  • Careful timing of VP conversion
  • Understanding of game state
  • Flexibility in strategy
  • Technical play skill

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.