Cost: $3
Type: Action-Fate
Text: If you arent the player with Lost in the Woods, take it, take 3 Boons, and receive the Boons in any order.\n(When this is in the supply each player replaces one starting copper with Heirloom: Lucky Coin)
Here's a comprehensive strategy guide for Fool in Dominion:
Introduction Fool is a unique $3 Action-Fate card from Nocturne that serves multiple purposes: it helps you acquire and trigger Boons, manages the Lost in the Woods state token, and comes with a powerful setup modification by replacing one of your starting Coppers with Lucky Coin. Understanding how to leverage these different aspects is key to using Fool effectively.
Key Characteristics 1. Setup Impact - One starting Copper is replaced with Lucky Coin - Lucky Coin is worth $1 and lets you reveal the top card of your deck to potentially gain a silver - This improves your starting deck quality immediately
Basic Strategy
b) Turn 3-4 Timing - Often good to play Fool early to establish Lost in the Woods - Early Boons can guide purchasing decisions - Can help determine if you need more Fools
Consider the opportunity cost of playing Fool just for the token
Boon Selection Strategy When receiving multiple Boons, consider ordering them for maximum benefit:
High Priority Boons: - The Field's Gift (+2 Actions, +$1) - The Forest's Gift (+$1, +Buy) - The Moon's Gift (Look through discard) - The Sun's Gift (Deck arrangement)
Medium Priority Boons: - The Flame's Gift (Trash card) - The Mountain's Gift (Gain Silver) - The River's Gift (Draw card)
Situational Boons: - The Sky's Gift (Discard for cards) - The Wind's Gift (Discard then draw) - The Earth's Gift (Gain copper to hand) - The Sea's Gift (Draw card next turn) - The Swamp's Gift (Gain Will-o'-Wisp)
Advanced Strategies
Considerations: - Diminishing returns after 2-3 Fools - Opportunity cost of $3 purchases - Deck space efficiency
Lucky Coin helps hit price points
Lucky Coin Optimization
Synergies
Make Lost in the Woods more valuable
Deck Manipulation
Maximize beneficial Boons
Action-heavy Strategies
Benefits from action-giving Boons
Specific Card Synergies a) Tracker
b) Library - Makes use of extra actions - Helps find Fool consistently
c) Horse Traders - Can save Fool for optimal timing - Helps with hand management
d) Ranger - Another way to manipulate top deck - Works well with Lucky Coin
Counter-Strategies
Reduce Lost in the Woods significance
Junking Attacks
Reduce engine efficiency
Alternative VP Strategies
Kingdom Considerations
Few alternative $3 options
When to Skip Fool
Better engine components available
Number of Fools to Buy Factors to consider:
Timing and Execution
Use Boons to guide strategy
Mid Game
Optimize Lucky Coin reveals
Late Game
Common Mistakes
Neglecting core engine pieces
Poor Boon Management
Wasting valuable Boons
Lucky Coin Misuse
Sample Strategies
Goal: Build a consistent engine using Boons for support while maintaining Lost in the Woods control.
Goal: Use Fool as support rather than core strategy, leveraging Boons and Lucky Coin for efficiency.
Goal: Use early Boons and Lucky Coin to accelerate victory point acquisition.
Conclusion
Fool is a versatile $3 card that offers multiple strategic paths through its Boon access, Lost in the Woods management, and Lucky Coin heirloom. Success with Fool requires:
While not always a game-defining card, Fool can provide significant advantages when used properly and fits well into many different strategies. The key is recognizing when and how to incorporate it into your overall game plan.
Final Tips - Don't overvalue token control - Plan Boon ordering carefully - Use Lucky Coin strategically - Adapt usage to kingdom context - Consider opportunity costs - Balance multiple Fool purchases - Remember timing importance
With proper understanding and application of these concepts, Fool can be a powerful addition to many Dominion strategies, providing both immediate benefits through Lucky Coin and long-term advantages through Boon access and Lost in the Woods control.