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.
Here's a comprehensive strategy guide for Urchin:
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
Can help thin your deck by later upgrading to Mercenary
Mid-Game Flexibility
Transformation ability becomes more valuable
Late Game Options
Key Strategic Considerations
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
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
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
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
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
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
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
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
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
Avoid heavy Urchin investment when: - Strong reactions are present - Superior $3 options exist - Kingdoms favor big money strategies - Hand size is less relevant
When evaluating Urchin's potential: - Count available attack cards - Assess reaction presence - Evaluate engine possibilities - Consider alternative strategies
Advanced Techniques
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
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
Critical Decisions: - When to play attacks - Which Urchins to convert - How to sequence conversions - When to maximize pressure
Practical Tips
Build toward engine if appropriate
Mid Game
Maintain pressure as needed
Late Game
Common Mistakes to Avoid
Ignoring reactions
Tactical Mistakes
Missing key synergies
General Pitfalls
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:
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.