Chapel
Chapel | |
---|---|
Info | |
Cost | |
Type(s) | Action |
Kingdom card? | Yes |
Set | Base |
Illustrator(s) | Matthias Catrein |
Card text | |
Trash up to 4 cards from your hand. |
Chapel is a trasher from the Base set. It is regarded as one of the best cards costing in the game (and one of the most powerful cards overall relative to its cost) because of its ability to quickly improve deck quality by trashing Estates and Coppers.
FAQ
Official FAQ
- You cannot trash the Chapel itself, since it is not in your hand after you play it.
Other rules clarifications
- You don't have to trash any cards; zero is included in "up to four". This may be relevant if you are forced to play Chapel (for example, as a result of playing Herald) and don't have anything you want to trash.
- When you trash any cards with "when you trash this" abilities, you trash all the cards first, then pick an order to resolve things that happen due to trashing them.
Strategy
Chapel is widely considered to be one of the strongest cards in the game. It is one of the fastest trashers, allowing a player to quickly trash away their starting cards (and any other junk cards), and should usually be gained on turn 1 or 2.
Trashing cards is usually very powerful. The Coppers and Estates you start with are very weak, and get in the way of drawing much more powerful cards that you will be gaining during the course of the game. By removing these weak cards as soon as possible:
- You start drawing hands with a higher proportion of powerful cards, enabling much stronger turns.
- You are more likely to pair up cards that want to be drawn together, such as Village and Smithy.
- By having a small deck of few cards, you do not need to purchase as many draw cards, which makes drawing and playing all your cards each turn much easier.
- You can focus on playing the powerful cards you really want to be using, such as Witch and Artisan more often.
Players should trash as many Coppers and Estates as they can the first time they draw Chapel to reduce the size of their deck as quickly as possible. Take care on subsequent plays; Copper is weak, but you can be reliant on them for money early in the game.
It is especially important to trash early when junking attacks like Witch are present. Trashing quickly prepares your deck for the incoming Curses, as a small deck can more easily draw Chapel and Curse in the same hand. Additionally, when your deck is small you can play your own Witches more often, hopefully giving most of the Curses to your opponent first.
Notable Synergies
- Events that let you play Chapel on turn 2 (e.g. Summon, Travelling Fair, Demand)
- Alms allows you to still purchase a card on the early turns where you play Chapel to trash 4 cards, working around the disadvantage of Chapel preventing you from building on these turns.
- Advance allows you to buy Chapel on both opening turns, improving the odds of trashing very quickly, then trade them in for very powerful cards when they are eventually drawn together.
- Opening Silos with Chapel gives you a high likelihood of being able to trash with Chapel on both turns 3 and 4, while also trashing Estates first.
External strategy articles
Note: Article(s) below are by individual authors and may not represent the community's current views on cards, but may provide more in-depth information or give historical perspective. Caveat emptor.
Versions
English versions
Digital | Text | Release | Date | |
---|---|---|---|---|
Trash up to 4 cards from your hand. | Dominion | October 2008 | ||
Trash up to 4 cards from your hand. | Dominion (Second Edition) | October 2016 |
Other language versions
Trivia
Why is religion associated with trashing?
Secret History
Chapel's strength
That's not the same as it being bad for the game though. I think Chapel provides a lot of play value for new players. First it seems weak - there are multiple BGG threads complaining, what good is Chapel in games without Witch? Then you try trashing Estates and then trashing everything and it's such a rush. Then you explore games where you don't just start Chapel / Silver, and some people in the end find the 5-card Chapel decks. It's this play value that got Chapel into the main set. Its power level was no secret.
For experienced players Chapel is often more like "this game has different rules" than it is like a normal card. We all buy it and have sleek decks and then see where we go from there. I still like those games, and the people who don't can stop playing with Chapel. Chapel is one of four pillars of altering the base game - Chapel, Thief, Witch, Gardens. They all shake the game up significantly, in related ways, such that combinations of them are also interesting. They play differently as people get better at the game and well I like that too.
Chapel is not unbeatable. Recently I looked at the last four logged playtest games that had Chapel in them. It lost three of them - one to Gardens and two to attacks. It's strong but still not automatic.
People often talk about changing the cost and I don't think that gets you anywhere. At you get less interesting games, not more interesting ones, and exchanging the / opening being especially good for the / opening being especially weak is a wash for me. If I had thought it was a mistake to print it at , I would have replaced it, not charged more for it.Why does it cost 2?