Cost: $5
Type: Victory
Text: Worth 1VP per Duchy you have.
Here's a comprehensive strategy guide for Duke in Dominion:
Introduction Duke is a unique victory card from Intrigue that creates an alternative victory path focused on acquiring Duchies instead of Provinces. Its value scales directly with the number of Duchies you have, making it part of a distinct "Duke/Duchy" strategy that can be quite powerful in the right circumstances.
Basic Mechanics - Duke is worth 1VP per Duchy you have - Duchy is worth 3VP regardless of other cards - A Duke/Duchy pair is worth 4VP total (3VP from Duchy + 1VP from Duke) - Multiple Dukes multiply the VP gained from each Duchy
Core Strategy Concepts
1 Duke + 1 Duchy = 4VP ($8 spent) 2 Dukes + 2 Duchies = 10VP ($16 spent) 3 Dukes + 3 Duchies = 18VP ($24 spent) 4 Dukes + 4 Duchies = 28VP ($32 spent)
This scaling effect means the strategy becomes more efficient as you acquire more pairs, eventually surpassing Provinces in VP per coin spent.
Early Game: - Focus on building your deck's economy - Don't buy Duchies too early as they will clog your deck - Consider buying your first Duke before any Duchies
Mid Game: - Begin acquiring both Dukes and Duchies when your deck can reliably produce $5 - Try to maintain rough parity between Duke and Duchy counts - Watch opponent's strategy to determine your pace
Late Game: - Accelerate Duke/Duchy acquisition - Consider buying additional Duchies if Dukes are gone - Be prepared to pivot to Provinces if necessary
Factors Favoring Duke Strategy:
a) Slower Kingdoms - Limited trashing - Few village/drawing combos - Absence of strong engine components - Presence of attacks that slow the game
b) Cost Reduction - Bridge - Highway - Princess - These make the strategy more efficient and faster
c) Strong $5 Production - Consistent ability to hit $5 is crucial - Reliable $3 for Duchies is also important
d) Alternative VP Sources - Gardens (can complement Duke strategy) - Other victory cards that don't compete for Provinces
Factors Against Duke Strategy:
a) Fast Kingdoms - Strong trashing - Powerful engines - Quick Province rushes - Big Money variants
b) Strong Province Enablers - King's Court - Goons - Colony/Platinum games
Strong Companions:
Works at similar price points
Creates multiple viable VP paths
Cost Reducers
Sifters/Filterers
Warehouse provides deck control
Gainers
Governor can gain both efficiently
Treasure Doublers
Counter-Strategy
When Opposing Duke:
Consider 3-pile ending through Duchies
Contest Key Piles
Creating pile pressure forces decisions
Use Attacks
Ghost Ship can severely disrupt draw
Build Engines
Advanced Techniques
Strong Duke Openings: - Silver/Silver - Silver/Duke - Potion/Silver (if Kingdom appropriate) - Terminal Silver/Silver
Avoid: - Early Duchy purchases - Weak terminals without draw - Split economy cards
Track carefully: - Duke/Duchy ratio - Remaining copies - Opponent's green card count - Potential three-pile endings
Watch for: - Deck composition changes - Economy consistency - Opponent's strategy - Endgame approaching
Consider: - Three-pile endings - Province transitions - Mixed VP sources - Defense against rushes
Sample Turn Sequences
Early Game (Turns 1-7): 1-2: Build economy (Silver/Silver ideal) 3-4: Continue economy, maybe first Duke 5-7: Begin Duke/Duchy pairs if economy strong
Mid Game (Turns 8-12): - Acquire pairs steadily - Maintain economy - Watch opponent's pace - Consider support cards
Late Game (Turns 13+): - Accelerate pair acquisition - Watch pile counts - Consider alternative VPs - Prepare for game end
Common Mistakes to Avoid
Not having backup plans
Execution Errors
Missing pile-out opportunities
Timing Issues
Multiplayer Considerations
In 3-4 Player Games: - Strategy is generally weaker - Pile pressure more significant - More competition for Duchies - Consider mixed strategies - Watch for pile-out conditions
Kingdom Analysis Examples
Strong Duke Kingdom: "Village, Workshop, Market, Duke, Bridge" - Cost reduction available - Moderate pace - Gaining possible - Decent draw/economy
Weak Duke Kingdom: "Chapel, Laboratory, Festival, Duke, King's Court" - Strong trashing - Fast engine potential - Easy Province purchases - Limited attacks/slowing
When to Avoid Duke Strategy
Colony/Platinum available
Opponent Signs:
Strong attack chains
Card Combinations:
Conclusion
The Duke strategy represents a unique alternative to traditional Province-based victory paths in Dominion. Success requires:
When properly implemented in appropriate kingdoms, Duke can be extremely powerful. However, players must remain aware of:
Practice identifying favorable conditions and executing the strategy efficiently to maximize Duke's potential in your games.
Final Tips:
With proper understanding and practice, Duke can be a powerful tool in your Dominion strategy arsenal, providing an alternative path to victory in many kingdom configurations.