Cost: $4
Type: Action
Text: +$2\nIf you've played 3 or more Actions this turn (counting this): +1 Card; +1 Action.
Here's a comprehensive strategy guide for Conspirator:
Conspirator Strategy Guide
Introduction Conspirator is a fascinating Action card that exemplifies the "Actions matter" theme in Dominion: Intrigue. At its base, it provides $2, but its true potential emerges when you can consistently trigger its bonus effects by playing multiple Actions before it. Understanding how to maximize Conspirator's effectiveness requires careful deck construction and sequencing decisions.
Basic Characteristics - Cost: $4 - Type: Action - Base effect: +$2 - Conditional effect: +1 Card, +1 Action (if you've played 3+ Actions this turn)
Core Strengths 1. High economic output for its cost 2. Potential for card cycling when activated 3. Action-neutral when activated 4. Scales well with multiple copies
Core Weaknesses 1. Requires setup to reach full potential 2. Dead draw early game 3. Can be awkward in opening hands 4. Challenging to activate consistently without proper support
Basic Strategy
Early Game Considerations In the opening rounds, Conspirator is generally a suboptimal buy. Without support cards, it functions as an expensive Copper that takes up your Action slot. The key exceptions are: - When the kingdom offers strong cheap Actions ($2-$3) - When planning a heavy Action-based strategy - When multiple Conspirators are part of your intended engine
Opening buys that pair well with an early Conspirator include: - Villages (any variant) - Cantrips (Laboratory, Market variants) - Cheap Actions (Pawn, Vassal, Herald)
Mid-Game Development As your deck evolves, Conspirator becomes more attractive. Key mid-game considerations: 1. Aim for 3-4 Conspirators when building around them 2. Ensure sufficient Action support cards 3. Balance Conspirator acquisition with deck development 4. Consider trashing weaker cards to improve consistency
Late Game In the late game, Conspirator can serve as: - A reliable source of income - Part of an Action chain - Draw engine component - Bridge to higher-cost cards
Building Around Conspirator
Support Cards 1. Villages - Essential for playing multiple Actions - Native Village, Festival, Village variants - Allow chaining of multiple Conspirators
Examples: Laboratory, Hunting Party, Market
Throne Room Effects
Examples: Throne Room, King's Court
Card Draw
Engine Construction
Basic Engine Template: - 3-4 Villages - 3-4 Conspirators - 2-3 Draw cards - 1-2 Throne Room effects - Supplemental Actions/payload
Action Sequencing Proper sequencing is crucial for Conspirator success: 1. Play Villages first 2. Use non-terminal Actions 3. Play Conspirators after reaching threshold 4. Chain additional Conspirators if available
Key Combos
Strong Synergies
Excellent efficiency
Village + Market + Conspirator
Card draw
Laboratory Chain
Card advantage
Burst potential
Counter-Synergies
Cards to Avoid: 1. Big Money strategies - Limited Action support - Inconsistent activation - Better alternatives available
Reduce consistency
Terminal draw without +Actions
Kingdom Considerations
Favorable Kingdoms 1. Multiple Villages available 2. Cheap Action cards 3. Throne Room variants 4. Card draw options 5. Deck thinning available
Unfavorable Kingdoms 1. Strong Big Money alternatives 2. Limited Action support 3. Heavy attack presence 4. Terminal draw dominance 5. Better $4 options available
Countering Conspirator Strategies
End game early
Attacks
Hand size reduction limits options
Alt-VP
Advanced Techniques
Consider future turns
Engine Timing Understanding when to:
Switch to victory points
Action Management Careful tracking of:
Cost Analysis
$4 Competition Conspirator competes with: - Silver ($3) - Other $4 Actions - Engine components - Attack cards
Opportunity Cost Considerations: 1. Early game - Silver typically better - Exception: strong Action support - Consider kingdom context
Victory point race status
Late game
Common Mistakes
Neglecting victory points
Poor Sequencing
Inefficient chaining
Inadequate Support
Weak deck thinning
Forcing the Strategy
Tips for Success
Consider alternatives
Execution
Adjust strategy as needed
Adaptation
Sample Opening Strategies
Strong Openings: 1. Village/Silver 2. Conspirator/Village 3. Silver/Silver into Conspirator 4. Double $3 Actions
Weak Openings: 1. Double Conspirator 2. Conspirator/Silver 3. Single Conspirator 4. Conspirator/Terminal Action
Conclusion
Conspirator is a powerful engine component when properly supported but requires careful planning and execution. Success depends on: - Kingdom evaluation - Support card acquisition - Proper sequencing - Timing considerations - Strategic flexibility
The card's potential ranges from mere Silver replacement to engine powerhouse, depending on kingdom context and player skill. Understanding when and how to incorporate Conspirator into your strategy is key to maximizing its effectiveness.
When to Buy - Strong Action support available - Engine strategy viable - Multiple copies accessible - Support cards in place
When to Skip - Big Money preferred - Limited Action support - Better $4 options - Rush strategy indicated
Final Tips 1. Plan your engine structure 2. Secure support cards early 3. Monitor Action count carefully 4. Practice proper sequencing 5. Stay flexible in strategy 6. Know when to transition
Master these elements, and Conspirator can become a powerful tool in your Dominion arsenal, capable of driving strong engines and contributing to decisive victories.