Each other player draws a card.
Council Room is an Action card from the Base set. It is a terminal card draw, meaning it provides +Cards but no +Action. It is also an interactive card but not an attack, the huge benefit to you is counterbalanced by a pretty nice benefit to your opponent, making them draw a card. It is extremely good when paired with a handsize attack such as Militia!
- The other players draw a card whether they want to or not.
Other Rules clarifications
There is no Council Room strategy article, but it is mentioned in the Terminal Draw Big Money article at http://dominionstrategy.com/2012/06/13/terminal-draw-big-money/ .
In terminal draw Big money
Compared to Smithy, Council Room gives both you and your opponents an additional card, and gives you an additional buy. Early on, this is probably a bit worse than Smithy for terminal draw Big Money, since you won’t use the buy, and an 8th card on your big turn is probably overkill while a 6th card on a regular turn for them can make a bigger difference. However, having an extra card and buy on your big turn (on which you have 2 buys) can be a big deal late game. Since Council Room doesn’t really shine until late game, you’re not in a huge rush to buy them. You should not buy one for ahead of Gold, and you should probably delay the second one until after the second reshuffle even if you draw on both turns 3 and 4. Since you’re not in a huge rush to get your Council Room, you can even do things like opening Bureaucrat or Baron to help you get more early treasures, delaying your CR, but giving you more power to use with your +Buy later. But you still can’t pull off some of the weaker openings that you would with Library or Vault, since Council Room does draw a lot of cards dead, and the game is going to tend to be even shorter than other terminal draw BM games if both players are allowing each other to draw extra cards with their Council Rooms.
Its draw of four cards is very large, which helps to smooth out the engine, and it provides +Buy, eliminating the need for a separate action to provide this.
Without discard attacks, Council Room engines lead to fast games where double Province buys are relatively likely and occur sooner than with Engines that only draw 3 cards at once and/or rely on other cards for +Buy. Once engines are constructed, both players can draw their whole deck every turn, making the timing of constructing an engine and buying Provinces extremely important. Early turns can be used to trash and buy engine pieces, but, relative to a Smithy/Village engine, Council Room engines will want to buy fewer actions and buy or hold onto more coin, both because fewer drawing actions are needed, and so as to more quickly reach .
- Handsize attacks such as Militia, Margrave, Goons, and Ghost Ship allow you to play multiple Council Rooms and then force the opponent to discard those extra cards.
- Council Room / Fool's Gold is an elite opening, providing for extremely quick cycling, giving large hands with a great chance of matching up Fool's Golds, and giving +Buy to get FG quickly.
|+4 Cards. +1 Buy. Each other player draws a card.||Dominion 1st Edition||October 2008|
|+4 Cards. +1 Buy. Each other player draws a card.||Dominion 2nd Edition||October 2016|
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