Cost: $0*
Type: Treasure
Text: Worth $3\nWhen you play this, return it to the pile.\n(This is not in the Supply.)
Here's a comprehensive strategy guide for Spoils in Dominion:
Introduction Spoils is a unique treasure card that provides a powerful but temporary economic boost. Unlike most treasure cards, you can't buy Spoils directly - they can only be gained through specific cards that generate them (primarily from the Dark Ages set). Understanding how to effectively use Spoils and build around Spoils-generating cards is crucial for maximizing their potential.
Key Characteristics - Provides $3 when played - Returns to the Spoils pile after being played - Not part of the Supply - Can't be gained through normal buying - Shared pile that all players can access
Basic Usage The fundamental way to use Spoils is as a temporary economic boost. When you play a Spoils, you get $3 for that turn only, as it returns to the pile afterward. This makes Spoils different from normal treasure cards in several important ways:
Spoils-Generating Cards To use Spoils effectively, you need to understand the cards that can generate them:
Bandit Camp (Dark Ages) - Action card that gives +1 Card, +2 Actions, and gains a Spoils - Reliable way to consistently gain Spoils - Good for action-heavy decks
Marauder (Dark Ages) - Attack card that gives other players Ruins and gains you a Spoils - Combines junking opponents with economic gain - Can be particularly effective in multiplayer games
Pillage (Dark Ages) - Powerful one-shot card that forces opponents to discard down to 4 cards and gains you 2 Spoils - Must be trashed when played - Excellent opening buy in appropriate kingdoms
Plunder (Dark Ages) - Action card that gives +$2 and gains a Spoils - Simple but effective - Good for money-focused strategies
Strategic Considerations
Keep track of how many Spoils are available in the pile
Deck Composition When building a Spoils-based strategy:
Don't rely exclusively on Spoils for your economy
Opening Considerations When Spoils-generating cards are available:
Key Synergies
Strong draw engine components that pair well with Spoils: - Laboratory - Village variants - Cantrips - Card draw terminals
Treasury (works well with buying actions)
Multiple Action Enablers Since many Spoils gainers are actions, cards that enable multiple actions are important:
King's Court/Throne Room (especially with Pillage)
Duration Cards Duration cards can help establish consistent Spoils gaining:
Counter-Strategies
Colony rush in appropriate kingdoms
Pile Control Since Spoils is a shared pile:
Track the number of remaining Spoils
Attack Cards Certain attacks can disrupt Spoils strategies:
Advanced Techniques
Create big money turns with multiple Spoils
Timing Optimization Maximize Spoils effectiveness by:
Combining with other treasure for specific amounts
Pile Management Strategic considerations for the Spoils pile:
Sample Strategies
Strategy: - Build engine with multiple Bandit Camps - Generate consistent Spoils - Use for provinces/colonies
Strategy: - Open Pillage - Gain early Spoils advantage - Transition to stronger engine or big money
Strategy: - Use multiple Spoils sources - Build flexible engine - Adapt gaining based on needs
Kingdom Considerations
When evaluating Spoils in a kingdom, consider:
How many can you reasonably play?
Supporting Cards
Are there treasure synergies?
Alternative Strategies
Conclusion
Spoils is a unique treasure that requires specific support cards and careful timing to use effectively. Success with Spoils-based strategies depends on:
When properly supported, Spoils can provide powerful economic advantages and enable strong engines. However, they require more setup than basic treasure and need to be carefully integrated into your overall strategy.
Tips for Success
Practice and experience will help you recognize when and how to best incorporate Spoils into your strategy. Remember that while powerful, Spoils are just one tool in your strategic arsenal and should be used appropriately based on the kingdom context.