Cost: $1
Type: Victory-Shelter
Text: Worth 0 VP\dWhen you trash this, +1 Card.
Here's a comprehensive strategy guide for Overgrown Estate:
Overgrown Estate Strategy Guide
Introduction Overgrown Estate is one of the three Shelter cards introduced in Dark Ages, alongside Necropolis and Hovel. Unlike starting Estates, which at least provide 1 VP, Overgrown Estate is worth 0 VP and only appears in games where players start with Shelters instead of the standard Estates. Understanding how to handle this unique starting card is crucial for success in Dark Ages games.
Core Characteristics - Worth 0 Victory Points - Draws a card when trashed - Starts in your deck (doesn't need to be bought) - Cannot be gained during the game - Counts as both a Victory card and a Shelter
Key Strengths 1. Card Draw on Trash The primary advantage of Overgrown Estate over a regular Estate is that it provides a card draw when trashed. This makes it less painful to trash than regular Estates and can create interesting timing opportunities.
Key Weaknesses 1. Zero Victory Points Unlike regular Estates, Overgrown Estate provides no victory points whatsoever, making it strictly worse than Estates for endgame scoring.
Strategic Considerations
a) The card draw on trash means it's less detrimental to your deck b) You can sometimes leverage the card draw timing strategically c) In some cases, you might want to save it for specific trashing combos
However, it should still usually be trashed when convenient, as a 0 VP card that does nothing when drawn is still a significant drag on deck efficiency.
a) Mid-turn trashing - Can help maintain hand size while trimming deck - May enable additional actions or buying power - Can chain into other effects
b) Start-of-turn trashing - Less valuable since you would draw a card anyway - Still beneficial to remove the dead card
c) Multiple trashing - Consider the order of trashing when multiple cards can be trashed - May want to trash Overgrown Estate last to ensure drawing into useful cards
Strong Trashers: - Chapel: Can trash multiple cards, including Overgrown Estate - Steward: Offers flexibility and can trash two cards - Trading Post: Can trash two cards for a Silver - Salvager: Gains you $1 and draws a card when trashing Overgrown Estate
Selective Trashers: - Bishop: Works well since Overgrown Estate is worth 0 VP - Apprentice: Draws zero cards from the Victory card type but still gets the +1 from the trash effect - Remodel: Can turn it into a $3 card while drawing
A. Draw Chains The card draw from trashing can enable or enhance various drawing combinations:
B. Trash-for-Benefit Effects Cards that provide benefits when trashing:
C. Victory Card Interactions Some cards care about Victory cards specifically:
Victory token generators: May care about Victory card count
Game Phase Considerations
Early Game: - Evaluate trashing options in opening buys - Consider whether immediate trashing or delayed trashing is better - Plan around potential trash-for-benefit combinations
Mid Game: - Balance trashing with deck building - Use card draw timing to maximum effect - Consider saving for specific combinations
Late Game: - Usually better to trash late than never - May want to hold if Victory card counting matters - Consider opportunity cost of trashing actions
When evaluating Overgrown Estate's role in a specific kingdom, consider:
A. Trashing Availability - Quantity and quality of trashers - Competition for trashing actions - Speed of trashing options
B. Draw Quality - Value of extra card draw - Presence of draw chains - Card draw alternatives
C. Deck Composition - Victory card synergies - Trash-for-benefit opportunities - Action density
In multiplayer games:
Longer games make deck efficiency more important
Counter-Strategies
When playing against Overgrown Estate:
Common Mistakes to Avoid
Balance trashing with other deck improvements
Poor Timing
Not considering the impact on other effects
Missed Opportunities
Not considering Victory card synergies
Holding Too Long
Advanced Tips
Opponent's trashing capability
Timing Optimization
Coordinate with other deck effects
Alternative Uses Consider unusual applications:
Sample Opening Strategies
Strong Openings with Overgrown Estate: 1. Chapel/Silver - Aggressive trashing approach - Quick deck improvement
Multiple utility
Trading Post/Silver
Weaker but Considerable Openings: 1. Apprentice/Silver - Slower trashing - Card draw potential
Conclusion
Overgrown Estate is a unique starting card that requires thoughtful handling. While its 0 VP value makes it a deck liability, the card draw on trash provides interesting strategic opportunities. Success with Overgrown Estate comes from:
When played well, Overgrown Estate can be slightly less burdensome than regular Estates, but it should still generally be removed from your deck when reasonable opportunities arise. The key is finding the right balance between immediate trashing and potential strategic value from its unique properties.