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.
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
Cannot be opted out of (unlike most attack cards)
Optional Trashing
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
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
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
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
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
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
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:
Limited gaining options
Engine Kingdoms
Valuable action chains
Attack-Heavy Kingdoms
Kingdoms Where Masquerade Is Weaker:
Fast Province rush
Rush Kingdoms
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
Consider deck composition
Poor Passing Choices
Ignoring table position
Timing Errors
Special Considerations
More predictable passing
Multiplayer Games
Table position importance
Online Play
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.