|Gain a card costing up to.|
Workshop is an Action card from the Base set. It is a gainer, meaning it allows you to gain cards without buying them; it is limited to cards costing up to . It allows you to accumulate lots of cheap cards, which is useful for building an engine out of cheap parts or for a rush strategy, but does not directly help buy expensive cards. Intrigue and Dark Ages introduce Ironworks and Armory, respectively, which are more expensive variants of Workshop with an extra twist.
 Official FAQ
- The card you gain comes from the Supply and is put into your discard pile.
- You cannot use to increase how expensive of a card you gain; it always costs from to .
 Other Rules clarifications
- The costs of cards may be reduced by other cards - Bridge, Princess, or Highway. When checking whether you can gain a card with Workshop, you look at its cost as modified by all Bridges and Highways that have been played, not its "original" cost.
 Strategy Article
There is currently no strategy article for Workshop.
Workshop can be slow, as it is purchased at the opportunity cost of a Silver or other cards that have more direct effects, but it can result in a larger volume of low-cost cards in the deck by the mid-game than could be bought by coin alone. Purchasing a Workshop usually results in being slower to reach or , as it adds a card to the deck which has no coin value.
Workshop is typically used to pick up cheap engine pieces, such as Village, Smithy, Conspirator, or Caravan. It can also be used for a Gardens or Silk Road rush, and is one of the best enablers of a Gardens or Silk Road based strategy. It is typically not useful for gaining Silver, because Silver is most useful as a jumping-off point to higher-priced cards, and the lost tempo from buying a Workshop instead of a Silver is too great to offset any benefit from having more Silvers in the long-run.
Workshop is very weak on boards where the only cards costing up to Jack of all Trades, Steward). Workshop is slow for grabbing the first couple copies of a card, but can help you win the race to grab more than half of a certain card (or more than your equal share in a multiplayer game). Great Hall can be a good target for gains if other more desirable cards run out, but Great Hall alone is not powerful enough to justify a Workshop buy (compare to Monument which offers the same VP gain with + as well). The same goes for other weaker cantrips like Spy or Pawn.are cards one wants a limited number of in the deck, even if these cards are strong (e.g.
- Lack of useful cheap cards besides Silver
- Boards where reaching Witch or Goons but no Gardens or Silk Road) or quickly is important (i.e.
 English versions
|Gain a card costing up to.||Dominion 1st Edition||October 2008|
|Gain a card costing up to.||Dominion 2nd Edition||October 2016|
 Other language versions
 Secret History