Duke (Intrigue)

Card Text
Strategy Review
Here's a comprehensive strategy guide for Duke in Dominion:
Introduction Duke is a unique victory card from Intrigue that creates an alternative victory path focused on acquiring Duchies instead of Provinces. Its value scales directly with the number of Duchies you have, making it part of a distinct "Duke/Duchy" strategy that can be quite powerful in the right circumstances.
Basic Mechanics - Duke is worth 1VP per Duchy you have - Duchy is worth 3VP regardless of other cards - A Duke/Duchy pair is worth 4VP total (3VP from Duchy + 1VP from Duke) - Multiple Dukes multiply the VP gained from each Duchy
Core Strategy Concepts
- Critical Mass The Duke/Duchy strategy requires obtaining both card types in roughly equal numbers to maximize points. Each Duke-Duchy pair provides 4VP for $8 total cost ($5 for Duke, $3 for Duchy), compared to 6VP for $8 with a Province. While this seems less efficient, the strategy becomes more powerful as you accumulate more pairs:
1 Duke + 1 Duchy = 4VP ($8 spent) 2 Dukes + 2 Duchies = 10VP ($16 spent) 3 Dukes + 3 Duchies = 18VP ($24 spent) 4 Dukes + 4 Duchies = 28VP ($32 spent)
This scaling effect means the strategy becomes more efficient as you acquire more pairs, eventually surpassing Provinces in VP per coin spent.
- Timing When pursuing a Duke strategy, timing is crucial:
Early Game: - Focus on building your deck's economy - Don't buy Duchies too early as they will clog your deck - Consider buying your first Duke before any Duchies
Mid Game: - Begin acquiring both Dukes and Duchies when your deck can reliably produce $5 - Try to maintain rough parity between Duke and Duchy counts - Watch opponent's strategy to determine your pace
Late Game: - Accelerate Duke/Duchy acquisition - Consider buying additional Duchies if Dukes are gone - Be prepared to pivot to Provinces if necessary
- Kingdom Considerations
Factors Favoring Duke Strategy:
a) Slower Kingdoms - Limited trashing - Few village/drawing combos - Absence of strong engine components - Presence of attacks that slow the game
b) Cost Reduction - Bridge - Highway - Princess - These make the strategy more efficient and faster
c) Strong $5 Production - Consistent ability to hit $5 is crucial - Reliable $3 for Duchies is also important
d) Alternative VP Sources - Gardens (can complement Duke strategy) - Other victory cards that don't compete for Provinces
Factors Against Duke Strategy:
a) Fast Kingdoms - Strong trashing - Powerful engines - Quick Province rushes - Big Money variants
b) Strong Province Enablers - King's Court - Goons - Colony/Platinum games
- Key Synergies
Strong Companions:
- Monument
- Provides VP tokens while building economy
- Helps offset early Duke/Duchy purchases
-
Works at similar price points
- Can share similar deck-stuffing strategy
- Duchies contribute to Gardens count
-
Creates multiple viable VP paths
-
Cost Reducers
- Bridge makes both Dukes and Duchies cheaper
- Highway can enable faster pair acquisition
-
Sifters/Filterers
- Hunting Grounds helps manage Duchy deck clog
- Cellar helps cycle past green cards
-
Warehouse provides deck control
-
Gainers
- Workshop can gain Duchies
- Ironworks can gain either piece
-
Governor can gain both efficiently
-
Treasure Doublers
- Copper double-effects help reach $5/$3 breakpoints
- Counteracts deck dilution from green cards
Counter-Strategy
When Opposing Duke:
- Rush Provinces
- Traditional Province rush can outpace Duke
- Especially effective with strong trashing
-
Consider 3-pile ending through Duchies
-
Contest Key Piles
- Buying occasional Duchies disrupts pairs
- Taking a few Dukes reduces maximum scaling
-
Creating pile pressure forces decisions
-
Use Attacks
- Militia/Discard attacks hurt consistency
- Cursing makes hitting price points harder
-
Ghost Ship can severely disrupt draw
-
Build Engines
- Strong engines can outpace Duke scaling
- Can enable Province doubles/triples
- Better terminal space for attacks
Advanced Techniques
- Opening Considerations
Strong Duke Openings: - Silver/Silver - Silver/Duke - Potion/Silver (if Kingdom appropriate) - Terminal Silver/Silver
Avoid: - Early Duchy purchases - Weak terminals without draw - Split economy cards
- Pile Management
Track carefully: - Duke/Duchy ratio - Remaining copies - Opponent's green card count - Potential three-pile endings
- Transition Timing
Watch for: - Deck composition changes - Economy consistency - Opponent's strategy - Endgame approaching
- Alternative Endings
Consider: - Three-pile endings - Province transitions - Mixed VP sources - Defense against rushes
Sample Turn Sequences
Early Game (Turns 1-7): 1-2: Build economy (Silver/Silver ideal) 3-4: Continue economy, maybe first Duke 5-7: Begin Duke/Duchy pairs if economy strong
Mid Game (Turns 8-12): - Acquire pairs steadily - Maintain economy - Watch opponent's pace - Consider support cards
Late Game (Turns 13+): - Accelerate pair acquisition - Watch pile counts - Consider alternative VPs - Prepare for game end
Common Mistakes to Avoid
- Strategy Selection
- Forcing Duke strategy in unfavorable kingdoms
- Ignoring opponent's strategy
-
Not having backup plans
-
Execution Errors
- Buying Duchies too early
- Neglecting economy
- Imbalanced Duke/Duchy ratio
-
Missing pile-out opportunities
-
Timing Issues
- Starting too early
- Starting too late
- Failing to adjust pace
- Missing transition points
Multiplayer Considerations
In 3-4 Player Games: - Strategy is generally weaker - Pile pressure more significant - More competition for Duchies - Consider mixed strategies - Watch for pile-out conditions
Kingdom Analysis Examples
Strong Duke Kingdom: "Village, Workshop, Market, Duke, Bridge" - Cost reduction available - Moderate pace - Gaining possible - Decent draw/economy
Weak Duke Kingdom: "Chapel, Laboratory, Festival, Duke, King's Court" - Strong trashing - Fast engine potential - Easy Province purchases - Limited attacks/slowing
When to Avoid Duke Strategy
- Kingdom Signs:
- Strong trashing present
- Multiple strong card draw
- Easy money generation
-
Colony/Platinum available
-
Opponent Signs:
- Fast engine building
- Heavy trashing
- Early Province purchases
-
Strong attack chains
-
Card Combinations:
- King's Court/Bridge chains
- Laboratory/Village engines
- Chapel/Steward openings
- Wharf chains
Conclusion
The Duke strategy represents a unique alternative to traditional Province-based victory paths in Dominion. Success requires:
- Careful kingdom analysis
- Strong timing awareness
- Good pile management
- Flexible strategic thinking
- Solid execution
When properly implemented in appropriate kingdoms, Duke can be extremely powerful. However, players must remain aware of:
- Kingdom context
- Opponent's strategy
- Alternative paths
- Timing windows
- Endgame conditions
Practice identifying favorable conditions and executing the strategy efficiently to maximize Duke's potential in your games.
Final Tips:
- Always count VP potential before committing
- Keep economy strong throughout
- Watch pile counts carefully
- Be ready to adapt strategy
- Practice timing in various kingdoms
- Study opponent's patterns
- Track efficiency breakpoints
With proper understanding and practice, Duke can be a powerful tool in your Dominion strategy arsenal, providing an alternative path to victory in many kingdom configurations.