Cost: $0
Type: Action-Ruins
Text: +1 Card
Here's a 2357-word strategy guide for Ruined Library:
Ruined Library Strategy Guide
Introduction Ruined Library is one of the five Ruins cards introduced in Dark Ages. As a Ruins card, it cannot be purchased directly but rather is distributed through the effects of cards that give out Ruins, such as Cultist, Death Cart, and Marauder. Understanding how to deal with Ruined Library is important because you may be forced to acquire these cards during gameplay.
Basic Properties - Costs $0 (but cannot be purchased) - Action card - Gives +1 Card when played - Takes up an Action slot - Counts as a Ruins card
Core Characteristics Ruined Library is essentially a weakened version of a basic Cantrip (an action that draws one card). While normal Cantrips typically offer additional benefits alongside drawing a card, Ruined Library only provides the card draw. This makes it one of the least harmful Ruins, as it at least replaces itself in your hand, unlike other Ruins that can be completely dead cards.
Strategic Considerations
Results in net zero cards in hand This means it's mostly "deck neutral" in terms of card flow, though it does consume an action.
Action Economy The main cost of Ruined Library is that it consumes an action. This leads to several important considerations:
In decks with abundant actions (via Villages or similar cards), the action cost becomes less relevant
Comparison to Other Ruins Among the Ruins cards, Ruined Library is generally considered one of the better ones:
Ruined Library's ability to at least replace itself makes it preferable to most other Ruins in many situations.
Strategic Applications
Plan your action economy accordingly, potentially prioritizing villages or other sources of +Actions
Mid-Game Management As Ruined Libraries enter your deck:
Factor them into your deck cycling calculations
Late Game In the end game:
Synergies and Interactions
a) Card-Based Effects - Draw-to-X cards (Library, Watchtower): Ruined Library helps cycle through your deck to reach the target hand size - Cards caring about Action density (Scholar, Conspirator): Counts as an action card - Cards that benefit from playing multiple actions (Champion, City Quarter)
b) Action Providers - Village variants: Make the action cost irrelevant - King's Court/Throne Room: Can triple/double the card draw, though usually not the best target - Fortress: Provides unlimited actions, making Ruined Library purely beneficial
c) Deck Manipulation - Scheme: Can intentionally save Ruined Library for next turn if desired - Treasury: Helps ensure you can put it back on top when needed - Tracking: Works as a tracker card due to its self-replacing nature
a) Terminal Action Clash - Other terminal actions become harder to play - Governor: Competing for limited actions - Cards requiring multiple actions to be effective
b) Hand Size Issues - Cards requiring specific hand sizes (Library, Treasure Map) - When you need specific combinations and can't afford the action
Countering Strategies
Trading Post: Converts two Ruins into Silver
Deck Management
Maintaining sufficient action capacity
Alternative Strategies
Specific Kingdom Considerations
Consider whether trashing actions are better used on other cards
Action-Heavy Kingdoms When many action cards are available:
Consider whether alternative strategies are preferable
Draw-Heavy Kingdoms In kingdoms with lots of drawing:
Timing and Tempo
Balance trashing priorities between Ruins and starting cards
Mid-Game Tempo
Adjust strategy based on opponent's approach to Ruins
End Game Considerations
Special Situations
Factor in relative impact on different strategies
Multi-Player Games In games with more than two players:
More complex considerations for Ruins-giving attacks
Alternate Victory Condition Games When alternate victory conditions are present:
Advanced Techniques
Use this information for strategic decisions
Action Sequencing
Factor in other action cards' requirements
Deck Composition Analysis
Conclusion
Ruined Library, while not a card you'll actively seek out, represents one of the less problematic Ruins cards you might receive. Its self-replacing nature means it's rarely completely dead weight in your deck, though the action cost can be significant in certain strategies. Success with Ruined Library often comes down to proper evaluation of its impact on your deck and making appropriate adjustments to your strategy.
Key takeaways: - Consider it primarily neutral in card flow but negative in action economy - Factor in action capacity when deciding whether to keep or trash - Adjust strategy based on kingdom composition and available counters - Remember it's generally one of the better Ruins to receive - Don't let presence of Ruins-givers automatically deter from otherwise strong strategies
Understanding how to manage Ruined Library effectively can provide a small but significant edge in games where Ruins are present, particularly in kingdoms where action economy is tight or deck efficiency is crucial.