Nobles
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Nobles (Intrigue)

Cost: $6

Type: Action-Victory

Text: Choose one: +3 Cards; or +2 Actions.\dWorth 2VP

Strategy Review

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

Nobles Strategy Guide

Introduction Nobles is one of the most versatile and powerful cards in Dominion, combining the benefits of both an Action card and a Victory card. Its dual nature makes it unique among $6 cards, and its flexibility in providing either cards or actions makes it valuable in many different deck strategies. Understanding when and how to use Nobles effectively is crucial for improving your Dominion gameplay.

Core Characteristics 1. Dual Card Type - Action-Victory card, meaning it counts as both types - Worth 2VP at game end - Can be gained or affected by cards that care about either type - Takes up a deck slot but provides victory points

  1. Choice Ability
  2. Player chooses between +3 Cards or +2 Actions when played
  3. Choice is made during each play
  4. Flexibility allows adaptation to current hand needs

Basic Strategic Value

  1. Terminal Draw Option
  2. +3 Cards makes it a strong terminal draw card
  3. Comparable to Smithy but more expensive and flexible
  4. Can help cycle through deck quickly

  5. Village Option

  6. +2 Actions serves as a village-type effect
  7. Allows chaining of multiple terminal actions
  8. More expensive than basic villages but more versatile

  9. Victory Points

  10. 2VP is significant, equivalent to Estate
  11. No deck-weakening downside like pure victory cards
  12. Maintains utility throughout the game

When to Buy Nobles

Early Game Considerations: 1. Opening $6 - Generally not recommended as an opening buy - Better to establish basic economy first - Exception: specific strategies requiring early action splitting

  1. Early Priority
  2. Consider buying after establishing $4-5 economy
  3. Valuable when deck needs both draw and actions
  4. Good addition when other victory points aren't yet necessary

Mid-Game Considerations: 1. Optimal Timing - Usually best acquired in mid-game - Helps transition into engine building - Provides victory points without degrading deck

  1. Quantity
  2. Usually want 2-4 Nobles in most decks
  3. More can be valuable in action-heavy strategies
  4. Balance with other victory cards needed

Late Game Considerations: 1. Victory Point Race - Valuable for both points and utility - Can be bought purely for points without hurting deck - Compare efficiency with other victory cards

  1. Pile Control
  2. Consider depleting pile to end game
  3. Watch opponent's dependency on Nobles
  4. Can force game end if leading

Strategic Uses

  1. Engine Building a) Action Generation
  2. Use +2 Actions to enable multiple terminal actions
  3. Helps establish consistent engine draws
  4. More flexible than basic villages

b) Draw Power - +3 Cards helps find key components - Can be used to draw into more Nobles - Enables seeing more of deck each turn

  1. Deck Velocity a) Card Flow
  2. Maintains deck momentum while providing points
  3. Helps prevent victory card stagnation
  4. Enables finding other key cards

b) Flexibility - Can switch between draw and actions as needed - Adapts to changing hand compositions - Helps solve various deck problems

  1. Point Accumulation a) Efficient Points
  2. 2VP without being a dead card
  3. Helps maintain deck functionality
  4. Better than Duchy in many situations

b) Strategic Timing - Can start gathering points earlier - Less risk than traditional greening - Maintains engine effectiveness

Combo Potential

  1. Action Chains Strong Combinations:
  2. King's Court/Throne Room (multiply choices)
  3. Laboratory (additional draw and actions)
  4. Other Nobles (self-synergy)
  5. Terminal draw actions (enabled by +2 Actions)

  6. Card Draw Synergies Effective Pairs:

  7. Library (helps reach hand size)
  8. Draw to X cards (provides consistent draw)
  9. Cellar/Warehouse (helps filter through deck)

  10. Victory Card Synergies Notable Interactions:

  11. Gardens (increases deck size productively)
  12. Victory token generators (supplements point gathering)
  13. Duke (provides additional victory card type)

Counter Strategies

  1. Dealing with Nobles-Based Decks a) Pile Control
  2. Consider draining Nobles pile
  3. Watch for three-pile endings
  4. Pressure other key piles

b) Speed Strategies - Can outpace Nobles engines - Focus on faster point acquisition - Consider Big Money alternatives

  1. Alternative Approaches a) Cheaper Options
  2. Basic villages for actions
  3. Simple draw cards
  4. More focused strategy

b) Competing Strategies - Province rush - Alternate victory conditions - Engine alternatives

Kingdom Considerations

  1. Supporting Cards Beneficial Companions:
  2. Card draw
  3. Action multipliers
  4. Treasure generators
  5. Deck thinning

  6. Competing Cards Consider Against:

  7. Other $6 cards
  8. Alternative engine components
  9. Different victory point sources

  10. Kingdom Analysis Favorable Conditions:

  11. Lack of strong alternatives
  12. Need for both actions and draw
  13. Longer game likelihood

Common Mistakes to Avoid

  1. Timing Errors
  2. Buying too early before economy established
  3. Waiting too long to start acquiring
  4. Misreading game pace

  5. Usage Mistakes

  6. Choosing wrong option for situation
  7. Over-investing in Nobles
  8. Neglecting other victory points

  9. Strategic Errors

  10. Forcing Nobles in wrong kingdoms
  11. Ignoring pile control aspects
  12. Missing alternative strategies

Advanced Techniques

  1. Optimization a) Hand Management
  2. Planning action sequences
  3. Maximizing draw efficiency
  4. Balancing actions and draw

b) Deck Composition - Optimal Nobles quantity - Support card ratios - Victory point balance

  1. Timing Considerations a) Purchase Sequencing
  2. When to start buying
  3. Balance with other needs
  4. End game timing

b) Play Optimization - Order of operations - Choice selection timing - Engine sequencing

Sample Strategies

  1. Nobles Engine Core Components:
  2. 3-4 Nobles
  3. Treasure generation
  4. Support draw/actions
  5. Deck thinning

Development Path: 1. Establish economy 2. Acquire initial Nobles 3. Build engine consistency 4. Add victory points

  1. Nobles/Draw Hybrid Key Elements:
  2. 2-3 Nobles
  3. Strong draw cards
  4. Economy support
  5. Alternative victory points

Progression: 1. Early economy 2. Draw establishment 3. Add Nobles 4. Balance points

Conclusion

Nobles is a powerful and flexible card that rewards skilled play and careful strategy. Its dual nature as both an action and victory card makes it valuable in many different deck compositions, while its choice ability allows it to adapt to varying game situations. Success with Nobles requires understanding both its strengths and limitations, as well as the ability to recognize appropriate kingdoms and timing for its acquisition and use.

Key Takeaways: 1. Versatility is key strength 2. Timing of purchase crucial 3. Balance with other components important 4. Adaptable to multiple strategies 5. Both utility and victory points valuable

The ability to effectively use Nobles can significantly improve your Dominion gameplay, but it requires practice and understanding of its various applications. Consider the kingdom context, your strategic needs, and the game state when deciding how to incorporate Nobles into your strategy.