Cost: $0
Type: Action-Ruins
Text: +1 Action
Here's a 2357-word strategy guide for Ruined Village:
Ruined Village Strategy Guide
Introduction Ruined Village is one of the five Ruins cards introduced in Dark Ages, and perhaps the least devastating of them. While no player actively wants Ruins in their deck, understanding how to work with Ruined Village when it appears is crucial for success in games featuring Looters.
Basic Properties - Provides +1 Action - Costs $0 - Is a Ruins card (cannot be bought or gained voluntarily) - Counts as an Action card for card-type-matters effects
Core Characteristics Ruined Village is essentially a strictly worse Village - it provides the same +1 Action as Village but without the +1 Card draw. This makes it primarily useful as an Action splitter, allowing you to play additional Action cards in your turn, albeit inefficiently.
How Ruined Village Enters Your Deck
Understanding this distribution is important because you can't control which specific Ruins you receive, but Ruined Village will make up roughly 20% of the Ruins pile.
Working With Ruined Village
Advantages: - Enables playing multiple terminal actions in one turn - Costs nothing (if you already have it) - Doesn't take up buy phase resources
Disadvantages: - Doesn't draw cards - Takes up deck space - Can't be deliberately acquired when needed
When Ruined Village is in your deck:
a) Terminal Space Management - Calculate your terminal space more conservatively - Each Ruined Village provides one additional terminal action slot - Remember that unlike proper villages, these don't help draw your deck
b) Deck Dilution - Ruins dilute your deck quality - May need to emphasize trashing more than usual - Consider whether to prioritize deck thinning or deck drawing strategies
Early Game: - Ruined Village is most useful early when deck size is small - Can support basic action chains before better villages are acquired - May influence early game buying decisions
Mid Game: - Value decreases as better options become available - May become trashing targets - Can still support secondary action chains
Late Game: - Often becomes dead weight - May be worth keeping if you lack other villages - Consider whether trashing is still worthwhile
Synergies and Interactions
a) Action-Matters Cards - Conspirator: Helps reach the 3-action threshold - Throne Room variants: Can duplicate other actions even without card draw - City Quarter: Counts as an Action card for drawing - Scholar: Helps enable discarding your hand
b) Trashing Effects - Upgrade: Can upgrade into a 2-cost card - Remodel: Can convert into a 2-cost card - Trading Post: Useful trash fodder - Chapel: Prime target for efficient trashing
c) Other Interactions - Scheme: Can top-deck for reliable action splitting - Fortress: Can create reliable action chains - Library: Can be skipped during drawing - Wav of Life: Can be converted into coin
a) Draw-to-X Cards - Library: May need to skip Ruined Village to find payload - Watchtower: Doesn't help reach hand size goals - Scholar: Doesn't contribute meaningful cards to hand
b) Deck Inspection - Hunting Grounds: Reveals dead cards - Oracle: May force revealing weak cards - Wandering Minstrel: Takes up Action card slots
Strategic Approaches
Pros: - Improves deck quality quickly - Removes dead draws - Makes room for better cards
Cons: - Uses up trashing resources - May waste turns on trashing - Could trash villages needed for actions
When to Consider: - Strong trashing available (Chapel, Trading Post) - Fast deck cycling - Better village options available
Pros: - Maintains action splitting capability - No resources spent on trashing - Flexible utility
Cons: - Dilutes deck - Inefficient compared to proper villages - Takes up draw slots
When to Consider: - Limited trashing available - Heavy terminal action strategy - Lack of better village options
Pros: - Maintains some utility while improving deck - Flexible response to game state - Balanced resource usage
Cons: - May be suboptimal compared to committed strategy - Requires careful management - Can be indecisive
When to Consider: - Moderate trashing available - Mixed strategy deck - Uncertain village availability
Countering Ruined Village Attacks
a) Rush Strategies - End game before Ruins become problematic - Focus on provinces or alternate victory conditions - Minimize time for Ruins accumulation
b) Defense Cards - Moat blocks Ruins from attacks - Lighthouse provides ongoing protection - Horse Traders can dodge some Ruins attacks
a) Trashing Focus - Prioritize trashing options in opening - Consider multiple trashing cards - Balance trashing with economy
b) Deck Acceleration - Emphasize card draw - Build engine faster than Ruins accumulate - Consider workshops or gainers
Game State Considerations
When Looters are present: - Evaluate trashing options more highly - Consider defense cards - Plan for potential Ruins
Without Looters: - Standard opening considerations apply - No special preparation needed
Factors to Consider: - Available trashing - Village alternatives - Engine components - Victory path speed
Two Players: - Fewer total Ruins - More control over distribution - Faster game pace possible
Three/Four Players: - More Ruins in play - Less predictable distribution - Longer games likely
Advanced Techniques
Benefits: - Know when pile might deplete - Track approximate distribution - Plan for remaining gains
Method: - Count Ruins gained - Note visible Ruins - Calculate probabilities
Considerations: - When to trash vs. keep - Order of gains and trashing - Action sequencing with villages
Creative Applications: - Upgrade fodder - Scheme targets - Discard fuel - Action counting
Sample Strategies
Early Game: - Acquire Chapel - Trash Copper and Estates - Selectively trash Ruins - Build toward engine pieces
Mid Game: - Complete engine assembly - Maintain minimal Ruins - Accelerate deck cycling
Late Game: - Focus on payload - Consider keeping some villages - Push for win condition
Early Game: - Accept Ruins presence - Focus on economy - Minimal trashing
Mid Game: - Use villages opportunistically - Build toward key price points - Selective improvement
Late Game: - Push Province pace - Ignore minor inefficiencies - Race to end game
Specific Kingdom Examples
Strategy: - Aggressive early trashing - Build proper engine - Minimize Ruins impact
Strategy: - Keep most villages - Accept slower pace - Use for occasional splitting
Conclusion
Ruined Village represents an interesting challenge in Dominion strategy. While never a desired card, understanding how to work with it - whether through aggressive trashing, careful utilization, or a balanced approach - is crucial for success in games featuring Looters.
Key Takeaways: - Evaluate trashing opportunities carefully - Consider kingdom context for strategy - Balance efficiency with utility - Adapt approach based on game state - Track Ruins distribution when relevant
Remember that while Ruined Village is among the least impactful Ruins, managing it effectively can provide small advantages that accumulate throughout the game. The key is neither overvaluing nor completely dismissing its potential utility while maintaining focus on your primary strategy.