Embargo
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Embargo (Seaside)

Cost: $2

Type: Action

Text: +$2\nTrash this card. Put an Embargo token on top of a Supply pile.\dWhen a player buys a card, he gains a Curse card per Embargo token on that pile.

Strategy Review

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

Embargo Strategy Guide

Introduction Embargo is a unique $2 action card from Seaside that combines a short-term economic boost with a powerful ability to punish opponents for buying specific cards. While seemingly simple, it requires careful strategic consideration to use effectively, as its impact can either be game-changing or completely negligible depending on the kingdom context and timing.

Basic Mechanics - Provides +$2 when played - Self-trashes after use - Places an Embargo token on any supply pile - Each token causes buyers to gain a Curse when buying from that pile - Multiple tokens can stack on the same pile - Tokens remain for the entire game - Tokens affect all players, including yourself

Core Strategic Elements

  1. Immediate Value Embargo provides good economic value for a $2 card:
  2. The +$2 bonus is equivalent to Silver
  3. Self-trashing can be beneficial for deck efficiency
  4. Can effectively function as a one-time Silver that also adds strategic value

  5. Token Placement Strategy

Key Considerations for Token Placement:

a) Essential Kingdom Cards - Target cards that opponents need for their strategy - Focus on unique engine pieces or key attack cards - Consider cards that are generally strong in most decks

b) Price Points - $5 cards are often good targets as they're commonly bought - High-value cards ($6+) can be strong targets if they're central to strategies - Avoid cheap cards ($2-3) unless they're crucial engine pieces

c) Timing - Early game: Target engine components or critical early-game purchases - Mid game: Focus on power cards or victory point generators - Late game: Consider targeting Provinces or other victory cards

  1. Strategic Applications

Early Game Uses: - Embargo key engine components - Target attack cards that could hurt your strategy - Place tokens on strong terminal actions in action-heavy kingdoms - Consider Embargoing Silver in certain contexts

Mid Game Uses: - Target critical power cards - Embargo victory point generators - Block access to important treasures - Protect your lead by making catch-up mechanisms costly

Late Game Uses: - Embargo Provinces to slow down the endgame - Target alternate victory cards - Block access to game-ending piles - Make final scoring pushes more difficult

  1. Kingdom Contexts

Embargo is Stronger When: - The kingdom has essential unique cards - Opponents rely heavily on specific cards - Curses synergize with your strategy - Trashing is beneficial - Alternative victory conditions exist

Embargo is Weaker When: - Kingdom cards are interchangeable - Multiple paths to victory exist - Curse-handling mechanisms are present - Gainers can bypass buying - Games will end quickly

  1. Synergies and Combinations

Positive Synergies:

a) Curse Enhancers - Witch Doctor - Torturer - Young Witch - Any cards that benefit from Curses in deck

b) Trashing Synergies - Chapel - Trading Post - Forge - Cards that benefit from trashing

c) Token Manipulation - Ambassador (forces gaining from Embargoed piles) - Masquerade (can pass Curses) - Smugglers (can benefit from Embargo's +$2)

d) Multiple Buys - Market - Grand Market - Festival - Forces tough decisions with Curse gaining

  1. Counter Strategies

Defending Against Embargo:

a) Gaining Instead of Buying - Workshop - Ironworks - Artisan - Gains bypass Embargo tokens

b) Curse Management - Chapel - Steward - Trading Post - Methods to trash or exile Curses

c) Alternative Strategies - Develop flexible plans - Use multiple paths to victory - Don't rely on single cards

  1. Timing and Quantity

When to Buy Embargo: - Early game (turns 1-4) for maximum impact - When you can afford to skip other $2-3 cards - When critical kingdom cards are identifiable - Before opponents establish their strategy

How Many to Buy: - Usually 1-2 is sufficient - More can be worthwhile if: * Multiple critical piles exist * You want to stack tokens * Trashing is beneficial * Your strategy benefits from Curses

  1. Advanced Tactics

Multi-Token Strategy: - Stack tokens on crucial piles - Force difficult decisions - Make certain cards effectively unbuyable - Consider the opportunity cost

Psychological Impact: - Can influence opponent's strategy - Forces adaptation and suboptimal plays - Creates tension around buying decisions - May cause overcautious play

Embargo Wars: - Counter-Embargoing opponent's key cards - Creating mutual deterrence - Managing the Curse distribution - Balancing aggression and defense

  1. Common Mistakes to Avoid

Strategic Errors: - Embargoing non-essential piles - Targeting cheap, easily-skipped cards - Placing tokens too late to matter - Forgetting about self-impact

Tactical Mistakes: - Over-investing in multiple Embargoes - Ignoring alternative victory paths - Failed timing of token placement - Not considering gain effects

  1. Kingdom-Specific Considerations

Colony Games: - Higher stakes for token placement - More time for Curses to impact - Consider Embargoing Colonies - Longer game allows more strategic depth

Prosperity Kingdoms: - More expensive cards to target - VP tokens can offset Curses - Platinum creates new considerations - Different timing for Province tokens

  1. Multiplayer Dynamics

3+ Player Games: - Tokens affect more players - Political considerations emerge - Curse pile more likely to empty - Different timing considerations

Team Games: - Coordinate token placement - Share Curse burden - Protect partner's strategy - Joint planning important

  1. Example Scenarios

Scenario 1: Engine Kingdom - Target key engine pieces - Focus on unique enablers - Consider terminal space - Balance speed vs. disruption

Scenario 2: Big Money - Target key treasures - Consider Province timing - Watch for alternative strategies - Manage Curse distribution

Scenario 3: Attack Heavy - Block key attacks - Protect your strategy - Consider counter-attacks - Balance defense and offense

Conclusion

Embargo is a nuanced card that requires careful consideration of kingdom context, timing, and strategic implications. Its effectiveness ranges from game-defining to marginal based on these factors. Key success factors include:

  • Accurate assessment of critical cards
  • Proper timing of token placement
  • Understanding of kingdom synergies
  • Adaptation to opponent strategies
  • Balance of immediate vs. long-term value

When used well, Embargo can: - Disrupt opponent strategies - Force suboptimal plays - Create significant scoring swings - Control game pace and direction

Remember that Embargo's power lies not just in its direct effects, but in its ability to shape player decisions and game flow. Success with Embargo often comes from understanding both its mechanical and psychological impacts on the game.

Tips for Improvement: - Study kingdom card interactions - Practice timing decisions - Learn to identify critical piles - Understand counter-strategies - Adapt to different game contexts

Final Thoughts: Embargo is a skill-testing card that rewards careful planning and strategic thinking. Its effectiveness depends heavily on player skill in analyzing game state and predicting opponent needs. While not always a game-winner, it can be a powerful tool in the right circumstances and hands.