Masquerade
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Masquerade (Intrigue)

Cost: $3

Type: Action

Text: +2 Cards\nEach player passes a card in their hand to the player on their left. Then you may trash a card from your hand.

Strategy Review

Here's a comprehensive strategy guide for Masquerade:

Masquerade Strategy Guide

Introduction Masquerade is one of the most powerful $3 cards in Dominion, combining card draw, forced card passing, and optional trashing into a single action. Its unique combination of effects makes it both versatile and potentially devastating, especially in the early game.

Core Benefits 1. Card Draw (+2 Cards) - Masquerade replaces itself and gives you an extra card - Helps cycle through your deck faster - Maintains hand size after the pass/trash effects

  1. Forced Card Passing
  2. Each player must pass a card to their left
  3. Creates opportunities for both offense and defense
  4. Cannot be opted out of (unlike most attack cards)

  5. Optional Trashing

  6. Can trash any card from your hand after the pass
  7. Provides deck improvement flexibility
  8. Not mandatory, allowing situational use

Basic Strategy

Early Game Priority Masquerade should be one of your highest early-game priorities when available. The combination of deck improvement through trashing and card draw makes it exceptional in the opening phase. Consider it a strong contender for: - First/second turn purchase - Early $3 purchase after opening with $5/$2 - Part of a modified opening with cards like Ship

Opening Considerations When deciding whether to open with Masquerade:

Pros: - Early trashing accelerates deck improvement - Card draw helps find other key cards - Forces opponents to give you cards early - Can trash passed cards

Cons: - Requires careful timing with other trashers - May conflict with certain engine pieces - Can backfire in multiplayer games - Terminal action (no +Actions)

Using Masquerade Effectively

  1. Card Passing Strategy

Offensive Passing: - Pass Curses to opponents - Pass Ruins if present - Pass Coppers in the late game - Pass Victory cards in engine matchups

Defensive Passing: - Pass cards you want to trash anyway - Pass duplicates of terminal actions - Pass Victory cards you can easily regain - Consider passing Copper early if you have multiple trashers

  1. Trashing Strategy

Priority Targets: 1. Curses 2. Ruins 3. Estates (situational) 4. Coppers (when appropriate) 5. Weak cards that don't fit your strategy

Timing Considerations: - Trash aggressively early game - Be more selective mid-game - Consider keeping some Coppers if needed for buying power - Don't trash Victory cards late game

Advanced Techniques

  1. Multi-Player Dynamics

In 3+ Player Games: - Track what's being passed around the table - Consider table position when deciding what to pass - Be aware of potential "pass chains" of bad cards - Coordinate with other players against the leader

  1. Combo Potential

Strong Synergies:

With Other Trashers: - Chapel: Accelerates trashing - Trading Post: Can use passed cards - Salvager: Extra buying power from trashed cards - Forge: Accumulate cards to forge

With Draw Cards: - Laboratory: Build consistent draw - Smithy: Dig deeper for key cards - Council Room: Offset opponent card gain

With Action Chains: - Village variants: Overcome terminal nature - Festival: Provides actions and economy - Market: Balanced support

With Gainers: - Workshop: Replace trashed cards - Artisan: Strategic gaining - Ironworks: Flexible gaining options

  1. Engine Building

Masquerade in Engines: - Early priority for deck thinning - Helps concentrate deck around key cards - Can pass dead cards to opponents - Maintains hand size for combos

  1. Counter-Strategy

Playing Against Masquerade: - Rush strategies can outpace its benefits - Gardens strategies are less affected - Keep track of passed cards - Maintain enough Treasures

Specific Kingdom Considerations

Kingdom Types That Favor Masquerade:

  1. Thin Deck Kingdoms
  2. Few alternative trashers
  3. Strong payload cards
  4. Limited gaining options

  5. Engine Kingdoms

  6. Multiple village effects
  7. Strong draw cards
  8. Valuable action chains

  9. Attack-Heavy Kingdoms

  10. Cursing attacks present
  11. Ruins-giving attacks
  12. Hand-size attacks

Kingdoms Where Masquerade Is Weaker:

  1. Big Money Kingdoms
  2. Limited action interaction
  3. Treasure-focused strategy
  4. Fast Province rush

  5. Rush Kingdoms

  6. Alternative Victory cards
  7. Fast game pace
  8. Limited time for deck improvement

Timing and Execution

Early Game (Turns 1-5): - Prioritize acquiring Masquerade - Aggressively trash weak cards - Pass Estates when possible - Build towards key price points

Mid Game (Turns 6-12): - Use for deck optimization - Consider keeping some Coppers - Pass cards strategically - Build engine if applicable

Late Game (Turns 13+): - Focus on card draw aspect - Pass Victory cards to hinder opponents - Maintain buying power - Consider skipping the trash option

Common Mistakes to Avoid

  1. Over-Trashing
  2. Don't trash too many Treasures early
  3. Maintain buying power
  4. Keep necessary Victory cards
  5. Consider deck composition

  6. Poor Passing Choices

  7. Passing cards you need
  8. Helping opponents accidentally
  9. Not tracking passed cards
  10. Ignoring table position

  11. Timing Errors

  12. Playing Masquerade too late
  13. Missing key purchases
  14. Poor action sequencing
  15. Neglecting other strategies

Special Considerations

  1. Two-Player Games
  2. More direct interaction
  3. Easier to track cards
  4. Stronger offensive potential
  5. More predictable passing

  6. Multiplayer Games

  7. Complex passing dynamics
  8. Group psychology factors
  9. Variable impact of passes
  10. Table position importance

  11. Online Play

  12. Faster decision making needed
  13. Clear passing patterns
  14. Different meta considerations
  15. Time management important

Example Game Situations

Situation 1: Opening Decision Hand: $4 Kingdom: Masquerade, Silver, Village, Market Recommendation: Buy Masquerade for early deck improvement

Situation 2: Mid-Game Engine Hand: Masquerade, Village, Silver, Estate, Copper Play Order: 1. Village 2. Masquerade 3. Pass Estate 4. Trash Copper

Situation 3: Late Game Hand: Masquerade, Province, Gold, Silver, Duchy Strategy: Pass Duchy, keep Province, skip trash

Cost Comparison

Other $3 Cards to Consider: - Ambassador: Different type of attack - Steward: More flexible but one-time effects - Swindler: More aggressive attack - Chancellor: Economy focused

When to Skip Masquerade: - Strong alternative trashers present - Rush strategy viable - Better $3 options for strategy - Poor table position

Summary of Key Points

Strengths: - Excellent early game card - Multiple useful effects - Flexible trashing option - Strong deck improvement

Weaknesses: - Terminal action - Can help opponents - Complex multiplayer dynamics - Requires careful timing

Overall Strategy Tips: 1. Prioritize early acquisition 2. Use aggressively for trashing 3. Pass cards strategically 4. Build supporting infrastructure 5. Adapt use through game phases

Conclusion

Masquerade is one of the strongest $3 cards in Dominion, offering multiple beneficial effects in one package. Its power comes from flexibility and the ability to improve your deck while potentially hindering opponents. Success with Masquerade requires careful consideration of timing, table position, and kingdom context. Understanding its nuances and practicing its use in various situations will help maximize its potential in your games.

Remember: - Early acquisition is crucial - Adapt strategy to game phase - Consider table position - Track passed cards - Balance trashing decisions - Build appropriate support

With proper use, Masquerade can be a cornerstone of many successful strategies and a powerful tool for deck improvement and control.