Trade Route
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Trade Route (Prosperity)

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.

Strategy Review

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:

  1. Token System:
  2. At game start, each Victory card Supply pile receives one token
  3. When any player gains a card from a Victory pile, that pile's token moves to the Trade Route mat
  4. The maximum possible tokens in a standard game:
  5. Estate pile (1 token)
  6. Duchy pile (1 token)
  7. Province pile (1 token)
  8. Colony pile if using Prosperity (1 token)
  9. Total possible tokens: 3-4 depending on Colony

  10. Basic Benefits:

  11. Always provides +1 Buy
  12. Provides +$1 per token on the Trade Route mat
  13. Allows trashing one card from hand

Strategic Considerations:

  1. Early Game Usage:

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

  1. Mid-Game Development:

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

  1. Late Game Considerations:

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:

  1. Victory Card Interactions:

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

  1. Card Gainers:

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

  1. Other Synergies:

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:

  1. Anti-Trashing Elements:

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

  1. Alternative Victory Paths:

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:

  1. Opening Considerations:

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

  1. Building Phase:

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

  1. Endgame Optimization:

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:

  1. Colony Games:

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

  1. Fast Kingdoms:

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

  1. Slogs:

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:

  1. Acquisition Errors:

  2. Buying too many copies before tokens move

  3. Opening double Trade Route without trashing targets
  4. Ignoring stronger $3 alternatives

  5. Usage Mistakes:

  6. Trashing valuable cards just to use ability

  7. Gaining Victory cards too early for tokens
  8. Not planning terminal actions properly

  9. Strategic Errors:

  10. Over-focusing on token activation

  11. Neglecting alternative victory paths
  12. Failing to adjust copy count as game progresses

Sample Game Plans:

  1. Big Money Variant:

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

  1. Engine Support:

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

  1. Rush Strategy:

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:

  1. Evaluation Factors:
  2. Kingdom trashing alternatives
  3. Victory card gaining potential
  4. Game length expectations
  5. Terminal space availability

  6. Usage Guidelines:

  7. Start as trasher
  8. Build economy as tokens move
  9. Adjust copy count accordingly
  10. Plan Victory card timing

  11. Strategic Flexibility:

  12. Adapt to kingdom context
  13. Support multiple strategies
  14. Balance short vs. long-term value
  15. Consider opportunity costs

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.