Council Room
Council Room | |
---|---|
Info | |
Cost | |
Type(s) | Action |
Kingdom card? | Yes |
Set | Base |
Illustrator(s) | Matthias Catrein |
Card text | |
+4 Cards +1 Buy Each other player draws a card. |
Council Room is an Action card from the Base set. It is a terminal draw card, meaning it provides +Cards but no +Action. It also provides non-Attack interaction between players: the benefit to you is counterbalanced by a benefit to your opponent, making them draw a card.
FAQ
Official FAQ
- The other players draw a card whether they want to or not.
Strategy
Council Room is a draw card similar to Smithy, but giving all players an extra card. Its +Buy offers some flexibility in building.
With a village, Council Room makes for strong deck-drawing engines. Compared to a Village / Smithy engine, Council Room comes with a built-in +Buy.
There are two main problems with engines that only use Council Room as draw:
- Your opponents get to draw a card every time you play a Council Room. This free draw is very powerful - it’s as if they played a Laboratory before their turn started.
- Since each Council Room draws so much, you need fewer of them to draw your deck (which is the goal of most engines). This increases the likelihood of a dud, caused by not finding your Council Room in your starting hand. You can try to avoid this second issue by just buying more Council Rooms, but this can leave you with lots of inefficient overdraw.
However, if your opponents are also playing Council Rooms, chances are you will start your turn with more than 5 cards in hand.
Engines become more reliable when using Council Room as a supplement to other draw cards, for example Laboratory. In this case, duds are less likely, and your opponent is drawing fewer cards on your turn.
You can mitigate the drawback of Council Room by playing with a handsize attack, such as Militia. No matter how many Council Rooms you play, they'll still have to discard down to a 3 card hand. This does allow them to sift through bad cards and approach a reshuffle sooner, though, so the card draw is not completely counteracted.
Council Room is also a strong Big Money enabler in the Base set: this strategy involves opening with two Silvers, then only buying Treasure cards and 1–2 Council Rooms before greening. Although powerful for newcomers to Dominion, this does not reach the full potential of Council Room.
Notable Synergies
- Hand size attacks.
- Cheap spammable treasures, such as Fool’s Gold or Coin of the Realm, make the +Buy more useful in the early game.
Versions
English versions
Digital | Text | Release | Date | |
---|---|---|---|---|
+4 Cards +1 Buy Each other player draws a card. |
Dominion | October 2008 | ||
+4 Cards +1 Buy Each other player draws a card. |
Dominion (Second Edition) | October 2016 |
Other language versions
Trivia
Secret History
Further development comments
Retrospective