Workshop
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|Source=[http://forum.dominionstrategy.com/index.php?topic=115.0 The Secret History of the Dominion Cards] | |Source=[http://forum.dominionstrategy.com/index.php?topic=115.0 The Secret History of the Dominion Cards] | ||
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− | + | === Qvist 2017 thoughts === | |
+ | {{Quote|Text= Workshop is great, you heard it here. It's +{{Cost|4}} +1 Buy that you can't combine. That's not exciting when you're trying to hit {{Cost|8}} or even {{Cost|5}}, but it's fantastic when you want {{Cost|4}}'s. You want {{Cost|4}}'s so often. Villages are the big thing, then other strong cantrips. | ||
+ | | Name=[[Donald X. Vaccarino]] | ||
+ | |Source=[http://forum.dominionstrategy.com/index.php?topic=18150.msg741757#msg741757 $3 Cost Card Rankings Bottom Half] | ||
+ | }} | ||
{{Navbox Base set}} | {{Navbox Base set}} | ||
{{Navbox Cards}} | {{Navbox Cards}} |
Revision as of 09:46, 21 April 2021
Workshop | |
---|---|
Info | |
Cost | |
Type(s) | Action |
Kingdom card? | Yes |
Set | Base |
Illustrator(s) | Christof Tisch |
Card text | |
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 . Other cards with similar abilities are known as Workshop variants.
Contents |
FAQ
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—e.g., Bridge, Princess, or Highway. When checking whether you can gain a card with Workshop, you look at its cost as modified by all cost reduction in effect, not its "original" cost.
Strategy
Workshop is at its best when there are strong and cards that you want a lot of. Typically these cards are cantrips (e.g. Merchant) or villages (e.g. Village or Throne Room). However, even when it's good, Workshop is still often a poor choice in the opening, because it is a terminal stop card that provides no . This is a major drawback given that affording cards such as Sentry in the opening is a common goal.
In the absence of strong targets for Workshop, it’s usually not worth going for. Using Workshop to gain Silvers is slow to benefit you, and you’re probably better off just buying the Silver to begin with and using it to buy better cards.
Workshop is weak compared to other up-to- gainers. Ironworks, Inventor, and Groom are all examples of Workshop variants that have Workshop’s effect plus an extra bonus for , and the bonuses these cards provide give these other variants more use cases than Workshop. However, Workshop can be valuable when it is the only way to gain multiple cards per turn, allowing you to gain engine pieces faster than an opponent with no Workshops and only a single Buy per turn. In such single-Buy Kingdoms, the ability to build faster and gain an Estate or two near the end of the game can be decisive.
Notable synergies
- Villages and good cantrips costing or less
- Cost reduction, e.g. Highway and Canal
- Cheap alt-VP, e.g. Gardens and Silk Road: Gardens is most valuable in a big deck, and Workshop makes gaining Gardens easy. Rarely, Workshop may be enough to enable a rush, aiming to pile out these cheap alt-VP cards and Workshop.
Versions
English versions
Digital | Text | Release | Date | |
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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
Trivia
Secret History
Qvist 2017 thoughts