Urchin
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Urchin (Dark Ages)

Cost: $3

Type: Action-Attack

Text: +1 Card\n+1 Action\nEach other player discards down to 4 cards in hand.\dWhen you play another Attack card with this in play, you may trash this. If you do, gain a Mercenary from the Mercenary pile.

Strategy Review

Here's a comprehensive strategy guide for Urchin:

Urchin Strategy Guide

Introduction Urchin is a fascinating $3 Action-Attack card from Dark Ages that serves multiple purposes: it's a cantrip (draws 1 card and gives 1 action), a hand-size attack, and can later transform into a powerful Mercenary. Understanding how to maximize each of these aspects is key to using Urchin effectively.

Basic Characteristics - Cost: $3 - Provides: +1 Card, +1 Action - Attack effect: Forces other players to discard down to 4 cards - Special ability: Can be trashed for a Mercenary when another Attack card is played - Non-terminal (replaces itself in both cards and actions)

Core Strengths

  1. Early Game Utility
  2. Cheap at $3, making it accessible on early turns
  3. Non-terminal nature means it's rarely dead weight
  4. Hand-size attack can disrupt opponents' early game plans
  5. Can help thin your deck by later upgrading to Mercenary

  6. Mid-Game Flexibility

  7. Continues to provide value as a cantrip
  8. Attack remains relevant against deck-drawing strategies
  9. Transformation ability becomes more valuable

  10. Late Game Options

  11. Can be converted to Mercenary when the attack becomes less useful
  12. Maintains utility even if the attack effect weakens

Key Strategic Considerations

  1. Opening Buy Decision Urchin is a strong opening buy consideration for several reasons:
  2. Hits the common $3 price point
  3. Provides immediate utility as a cantrip
  4. Attack can disrupt opponent's early game
  5. Long-term value through Mercenary conversion

When to Open Urchin: - Against big money strategies where hand disruption is valuable - In kingdoms with other attack cards for conversion potential - When alternative $3 options are weak - In engines where non-terminal draw is valuable

When Not to Open Urchin: - Against kingdoms with strong reaction cards - When superior $3 alternatives exist (e.g., Village variants) - In colonies where hand-size attacks are less impactful

  1. Attack Timing

The hand-size attack aspect requires careful consideration:

Early Game: - Most effective when opponents have 5-7 cards - Can disrupt early Province purchases - May prevent crucial early game combinations

Mid Game: - Impact varies based on opponent's deck composition - More effective against engine strategies - Less effective against money-based decks

Late Game: - Effectiveness decreases as players build stronger engines - May be better to convert to Mercenary - Can still disrupt crucial turns

  1. Conversion Timing

Deciding when to convert Urchin to Mercenary is crucial:

Factors Favoring Early Conversion: - Presence of multiple other attacks - Strong need for trashing - Opponent has adapted to hand-size attack - Engine is already functioning well without cantrips

Factors Favoring Delayed Conversion: - Limited other attacks available - Continued value from hand-size attack - Deck still needs non-terminal drawing - Opponent vulnerable to hand-size reduction

Synergies and Combinations

  1. Attack Card Synergies

Strong Synergies: - Militia/Margrave: Similar hand-size attacks that enable conversion - Ghost Ship: Powerful attack that triggers conversion - Cultist: Strong attack that benefits from multiple plays - Witch: Provides curse distribution while enabling conversion

Timing Considerations: - Multiple attacks allow flexible conversion timing - Can maintain pressure while converting gradually - Enables strategic choosing of when to get Mercenary

  1. Draw Engine Synergies

Cards that work well with Urchin in engines: - Villages: Allow multiple Urchin plays - Laboratory variants: Complement non-terminal nature - Fishing Village: Enables multiple attacks per turn - Market variants: Support flexible play sequencing

  1. Trashing Synergies

Mercenary conversion provides indirect trashing: - Chapel: Early trashing complements later Mercenary - Trading Post: Different trashing mechanism for variety - Altar: Provides alternative transformation options - Salvager: Offers flexibility in trashing decisions

Counter Strategies

  1. Defending Against Urchin

Direct Counters: - Moat: Blocks the attack completely - Horse Traders: Provides hand protection - Diplomat: Can actually benefit from the attack - Market Square: Converts discards into value

Indirect Counters: - Building robust engines that function with 4 cards - Focusing on cards that provide value when discarded - Maintaining smaller hand sizes naturally

  1. Playing Against Urchin

Adaptation Strategies: - Adjust purchase timing to minimize vulnerability - Build more resilient engines - Incorporate backup plans for disrupted turns - Consider reactions if available

Deck Construction: - Include more non-terminal actions - Build redundancy into engines - Consider cards that work well with smaller hands

Kingdom Considerations

  1. Favorable Kingdoms

Urchin shines when: - Multiple attack cards are present - Engine building is viable - $3 alternatives are limited - Hand size matters significantly

Supporting Cards: - Villages for action supply - Card draw for maintaining pressure - Duration cards for consistent effects - Treasury/Market for economy

  1. Unfavorable Kingdoms

Avoid heavy Urchin investment when: - Strong reactions are present - Superior $3 options exist - Kingdoms favor big money strategies - Hand size is less relevant

  1. Kingdom Analysis

When evaluating Urchin's potential: - Count available attack cards - Assess reaction presence - Evaluate engine possibilities - Consider alternative strategies

Advanced Techniques

  1. Multi-Urchin Strategies

Benefits: - Consistent hand-size pressure - Flexible conversion timing - Reliable non-terminal actions - Multiple potential Mercenaries

Considerations: - Deck density - Action supply - Convert timing - Victory card ratio

  1. Engine Integration

Roles in Engines: - Early game disruption - Non-terminal drawing - Attack enabler - Mercenary source

Implementation: - Balance quantity with other components - Plan conversion sequence - Maintain attack pressure - Consider payload timing

  1. Timing Optimizations

Critical Decisions: - When to play attacks - Which Urchins to convert - How to sequence conversions - When to maximize pressure

Practical Tips

  1. Early Game
  2. Consider Urchin as an opener
  3. Plan attack card acquisition
  4. Evaluate reaction threats
  5. Build toward engine if appropriate

  6. Mid Game

  7. Monitor attack effectiveness
  8. Plan conversion timing
  9. Balance engine development
  10. Maintain pressure as needed

  11. Late Game

  12. Convert remaining Urchins
  13. Utilize Mercenaries effectively
  14. Adapt to changing game state
  15. Close out efficiently

Common Mistakes to Avoid

  1. Strategic Errors
  2. Converting too early
  3. Holding too long
  4. Over-investing in Urchins
  5. Ignoring reactions

  6. Tactical Mistakes

  7. Poor attack timing
  8. Suboptimal conversion sequencing
  9. Neglecting engine development
  10. Missing key synergies

  11. General Pitfalls

  12. Focusing too much on attacks
  13. Ignoring victory condition
  14. Poor hand management
  15. Inflexible strategy

Conclusion

Urchin is a versatile card that requires careful strategic consideration. Its strength lies in its flexibility - providing early game utility, mid-game pressure, and late-game transformation potential. Success with Urchin comes from understanding:

  • When to include it in your strategy
  • How to time its attack effectively
  • When to convert to Mercenary
  • How to build supporting infrastructure

The key to mastering Urchin is maintaining flexibility while maximizing each aspect of the card throughout the game. Whether using it as a primary strategy component or support piece, proper Urchin play can significantly impact game outcomes.