Castles
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Castles (Empires)

Cost: $3

Type: Victory-Castle

Text: Sort the castle pile by cost, putting the more expensive Castles on the bottom. For a 2-player game, use only one of each Castle. Only the top card of the pile may be gained or bought.

Strategy Review

Here's a comprehensive strategy guide for Castles in Dominion:

Castles Strategy Guide

Introduction Castles represent a unique pile in Dominion, consisting of eight different Castle cards with varying costs and abilities. The pile is sorted by cost (cheapest on top), and only the top card can be gained or bought at any time. This creates an interesting dynamic where players must consider both timing and competition for these victory cards.

Basic Characteristics - Victory-Castle type cards - Progressive costs from $3 to $10 - Each Castle provides different abilities and victory point values - Only one copy of each Castle in 2-player games - Multiple copies in 3+ player games

The Castle Lineup (in order from top to bottom):

  1. Humble Castle ($3)
  2. Worth 0VP
  3. When you discard this from play, gain a Silver
  4. Victory cards in your hand: +1VP each

  5. Crumbling Castle ($4)

  6. Worth 1VP
  7. When you gain this, gain a Silver and trash a card from your hand

  8. Small Castle ($5)

  9. Worth 2VP
  10. You may trash this or another Castle from your hand; if you do, gain a Castle

  11. Haunted Castle ($6)

  12. Worth 2VP
  13. When you gain this, each other player discards down to 3 cards in hand
  14. When you gain this in your Buy phase: Receive +2 Cards

  15. Opulent Castle ($7)

  16. Worth 3VP
  17. You may discard any number of Victory cards. +2 Cards per card discarded.

  18. Sprawling Castle ($8)

  19. Worth 4VP
  20. When you gain this, gain a Duchy or 3 Estates

  21. Grand Castle ($9)

  22. Worth 5VP
  23. When you gain this, +1VP per Castle you have (including this)

  24. King's Castle ($10)

  25. Worth 2VP per Castle you have

Strategic Considerations

  1. Early Game Strategy

Early Access: - Humble Castle being on top makes it accessible early game - Consider opening with Humble Castle if: * You plan to pursue a Castle strategy * Victory card synergies exist in the kingdom * Silver gaining is valuable in the current game state

Timing Considerations: - Opening Humble Castle can be strong but comes with opportunity cost - Consider alternative $3 openings that might better develop your deck - Early Castle purchases can slow down deck development

  1. Mid-Game Strategy

Transition Points: - Watch for optimal moments to start acquiring Castles - Key transition indicators: * Deck can consistently produce $5-$6 * Basic engine pieces are in place * Opponents beginning to pursue Castles

Pile Control: - Monitor the Castle pile progression - Consider buying sub-optimal Castles to access better ones - In multiplayer games, factor in competition for specific Castles

  1. Late Game Strategy

Racing Considerations: - King's Castle's scaling makes it powerful in a Castle-heavy strategy - Calculate potential endgame VP totals when deciding whether to race - Consider whether to push the pile or pursue alternative victory paths

Endgame Timing: - Castle pile can deplete quickly in multiplayer games - Watch for opportunities to end the game via three pile endings - Consider whether accelerating or delaying Castle acquisitions benefits you

Key Synergies

  1. Victory Card Synergies

Cards that work well with Castles: - Victory card transformers (e.g., Mill, Monument) - Cards that benefit from Victory cards in hand (e.g., Harem) - Victory card gainers (e.g., Border Village)

Specific Combinations: - Opulent Castle + Victory card holders - Humble Castle + Victory point engines - Grand Castle + Victory card gainers

  1. Silver Synergies

Cards that enhance Silver utility: - Merchant Guild - Merchant - Treasury - Silver-upgrading cards

  1. Trashing Synergies

Beneficial trashing combinations: - Crumbling Castle with weak cards - Small Castle with deteriorating Castles - Trading Post with gained Silvers

Counter Strategies

  1. Rush Strategies

When to counter with rush: - Kingdom supports fast Province gaining - Opponents heavily investing in early Castles - Alternative victory point sources available

Implementation: - Focus on economy development - Skip early Castle purchases - Target provinces before Castle values scale

  1. Engine Denial

Methods to interfere: - Attack cards targeting hand size (vs. Haunted Castle) - Pile control to block key Castles - Alternate pile depletion strategies

  1. Alternative Victory Paths

Consider pursuing: - Colony strategies when available - Alternate VP engines (Gardens, Duke, etc.) - Mixed approaches incorporating select Castles

Specific Castle Analysis

  1. Humble Castle ($3) Optimal use:
  2. Early game when Victory cards valuable
  3. Building toward Victory card synergies
  4. Economy development via Silver gaining

  5. Crumbling Castle ($4) Best utilized:

  6. Mid-game deck improvement
  7. Copper removal opportunity
  8. Silver economy enhancement

  9. Small Castle ($5) Key considerations:

  10. Trading up to better Castles
  11. Maintaining Castle count
  12. Timing of Castle cycling

  13. Haunted Castle ($6) Strategic value:

  14. Attack element in multiplayer games
  15. Card draw when gained in Buy phase
  16. Defensive considerations

  17. Opulent Castle ($7) Maximizing potential:

  18. Victory card accumulation
  19. Draw engine enhancement
  20. Timing of Victory card discarding

  21. Sprawling Castle ($8) Decision points:

  22. Duchy vs. Estates choice
  23. Pile depletion considerations
  24. Victory point calculation

  25. Grand Castle ($9) Optimization:

  26. Castle count timing
  27. VP scaling potential
  28. Endgame scoring impact

  29. King's Castle ($10) Victory potential:

  30. Castle count maximization
  31. Endgame timing
  32. Alternative VP source comparison

Kingdom Considerations

  1. Favorable Kingdoms

Look for: - Victory card synergies - Strong trashing support - Silver utilization - Card draw availability

  1. Unfavorable Kingdoms

Avoid heavy Castle investment with: - Strong cursing attacks - Fast Province rush potential - Poor trashing options - Limited deck control

Multiplayer Dynamics

  1. 2-Player Games

Strategic adjustments: - Single copy limitation increases competition - Timing becomes more critical - Pile control more manageable

  1. 3+ Player Games

Additional considerations: - Multiple copies change value propositions - Increased competition for specific Castles - Faster pile depletion potential

Conclusion

Castles represent a unique and complex victory path in Dominion. Success with Castles requires: - Careful timing of purchases - Understanding of pile control - Recognition of synergies - Adaptive strategy based on player count - Balance between Castle acquisition and deck development

The progressive nature of the Castle pile creates interesting decision points throughout the game, requiring players to weigh immediate gains against long-term potential. While not always the optimal strategy, understanding when and how to incorporate Castles into your gameplay can provide a powerful alternative or complementary victory path.

Best Practices Summary:

  1. Early Game
  2. Evaluate Humble Castle opening potential
  3. Consider Victory card synergies
  4. Plan development strategy

  5. Mid Game

  6. Monitor pile progression
  7. Time Castle acquisitions
  8. Maintain deck functionality

  9. Late Game

  10. Calculate VP potential
  11. Control pile depletion
  12. Optimize endgame timing

Remember that successful Castle strategies often require: - Careful balance of economy and victory points - Understanding of kingdom interactions - Attention to opponent strategies - Flexible tactical adjustments

This comprehensive understanding of Castle strategies will enable players to better evaluate and execute Castle-based approaches while maintaining awareness of alternative paths to victory.