Cost: $3
Type: Action
Text: +1 Buy\n+$1 per token on the Trade Route mat.\nTrash a card from your hand.\dSetup: Put a token on each Victory card Supply pile. When a card is gained from that pile, move the token to the Trade Route mat.
Here's a comprehensive strategy guide for Trade Route:
Trade Route Strategy Guide
Introduction: Trade Route is a complex $3 Action card from Prosperity that combines trashing, buying power, and a unique token mechanism. Its effectiveness varies dramatically based on game state and timing, making it one of the more situational cards in Dominion. Understanding when and how to use Trade Route effectively is crucial for maximizing its potential.
Core Mechanics:
Total possible tokens: 3-4 depending on Colony
Basic Benefits:
Strategic Considerations:
Pros: - Effective early-game trasher for starting Estates and Coppers - The +1 Buy enables more flexible purchasing - Can help thin deck quickly
Cons: - Initially provides no money bonus (no tokens on mat) - Competes with other valuable $3 purchases - May be dead card if no trashable cards in hand
Early Game Decision Points: - Consider skipping Trade Route if stronger $3 options exist (e.g., Village, Fishing Village) - More valuable in games without alternative trashing - Better in games where gaining Victory cards early is viable
Token Accumulation: - Tokens typically begin moving to the mat as players buy Duchies - Value increases as game progresses - Consider triggering token movement yourself by gaining cheap Victory cards
Scaling Properties: - Becomes stronger with multiple copies as tokens accumulate - Can transition from pure trasher to money generator - May justify additional copies once 2-3 tokens are on the mat
Maximum Potential: - Can provide +$3 or +$4 with all tokens (Colony games) - Maintains trashing utility for late-game deck optimization - Extra Buy helpful for Victory card rushing
Diminishing Returns: - Trashing becomes less valuable late-game - May become purely an economy card - Consider selling/remodeling extra copies
Key Synergies:
Monument: - Both benefit from gaining Victory cards - Can make early Victory card gains more palatable - Creates pressure to move tokens quickly
Gardens: - Encourages early Victory card acquisition - Makes Trade Route's money bonus activate sooner - Can justify keeping some cards you'd normally trash
Workshop/Ironworks: - Can gain cheap Victory cards to activate Trade Route - Helps establish Trade Route's money bonus earlier - Makes early Estate gains less punishing
Border Village/Haggler: - Can pick up Victory cards while developing - Accelerates token movement - Maintains deck quality while activating Trade Route
Market Square: - Provides value from trashed cards - Helps offset early economic weakness - Both provide +Buy for flexibility
Watchtower: - Can trash gained Victory cards - Helps manage deck quality while moving tokens - Provides draw to find Trade Routes
Bank: - Trade Route's +Buy helps play multiple Banks - Both cards scale with game progress - Can create powerful money turns
Counter-Synergies:
Fortress/Patron: - Resist Trade Route's trashing - Reduce its utility as a deck thinner - May force focusing on money aspect
Tomb: - Competes for trashable cards - May create awkward timing decisions - Can make trashing less desirable
VP Chips (Bishop, Goons): - Reduce need to buy Victory cards - Slow token movement - May make Trade Route purely a trasher
Alternate Win Conditions: - Gardens strategies want quantity over quality - Duchy Rush may end game before Trade Route scales - Some engines may win before tokens move
Optimal Play Patterns:
Strong Opens: - Trade Route/Silver - Double Trade Route - Trade Route/Workshop - Trade Route/Terminal Draw
Avoid: - Trade Route/Victory Card (usually) - Single Trade Route (usually better alternatives) - Trade Route with no trashing targets
Key Decisions: - Balance trashing vs. money generation - Time Victory card acquisitions - Determine optimal number of copies
Action Management: - Consider terminal space - Plan activation sequence - Account for shuffle timing
Victory Card Timing: - Balance token activation vs. deck quality - Consider opponent's likely purchases - Plan Province/Colony split
Trade Route Quantity: - Reduce copies if tokens aren't moving - Add copies if generating significant money - Consider selling to Remodel/Expand
Specific Kingdom Considerations:
Advantages: - Extra potential token - Longer game for scaling - More Victory card purchases
Adjustments: - May want more copies - Earlier Victory card gains viable - Higher emphasis on money generation
Challenges: - May not have time to scale - Token movement may be limited - Trashing becomes primary focus
Adaptations: - Fewer copies - Focus on deck thinning - Consider skipping entirely
Benefits: - Full time to develop - All tokens likely to move - Maximum money generation
Strategy: - Multiple copies valuable - Earlier Victory card gains - Balance with other economy
Common Mistakes to Avoid:
Acquisition Errors:
Buying too many copies before tokens move
Ignoring stronger $3 alternatives
Usage Mistakes:
Trashing valuable cards just to use ability
Not planning terminal actions properly
Strategic Errors:
Over-focusing on token activation
Sample Game Plans:
Early Game: - 1-2 Trade Routes - Silver priority - Trash Estates/Coppers
Mid Game: - Add Gold - Time Duchy purchases - Consider more Trade Routes
Late Game: - Use for extra Buys - Optional Province split - Maintain money density
Early Game: - Single Trade Route - Focus on engine pieces - Selective trashing
Mid Game: - Add copies as tokens move - Maintain engine consistency - Time Victory card gains
Late Game: - Use for payload - Enable multi-Province turns - Consider selling excess copies
Early Game: - Trade Route/Workshop - Early Victory card gains - Aggressive token movement
Mid Game: - Leverage activated Trade Routes - Continue Victory card pressure - Maintain economy
Late Game: - Push ending conditions - Use extra Buys aggressively - Maximum token utilization
Conclusion:
Trade Route is a nuanced card that requires careful timing and strategic planning. Its effectiveness scales throughout the game but demands proper support and consideration of kingdom context. Success with Trade Route comes from understanding its dual nature as both trasher and economy card, and adapting its use as game conditions change.
Key Takeaways:
Terminal space availability
Usage Guidelines:
Plan Victory card timing
Strategic Flexibility:
Trade Route rewards careful planning and strategic flexibility while punishing rigid or improper use. Understanding its various roles and timing considerations is crucial for maximizing its potential in any given kingdom.