Ironworks
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* The card you gain must be from the Supply and is put into your discard pile. | * The card you gain must be from the Supply and is put into your discard pile. | ||
* You get a bonus depending on what type of card you gained. A card with 2 types gives you both bonuses; if you use Ironworks to gain a {{Card|Great Hall}}, you will then draw a card (because Great Hall is a Victory card) and may play another Action (because Great Hall is an Action card). | * You get a bonus depending on what type of card you gained. A card with 2 types gives you both bonuses; if you use Ironworks to gain a {{Card|Great Hall}}, you will then draw a card (because Great Hall is a Victory card) and may play another Action (because Great Hall is an Action card). | ||
− | * Costs of cards are affected by | + | * Costs of cards are affected by {{Card|Bridge}}, {{Card|Highway}}, {{Card|Princess}}, and {{Card|Quarry}} (if played due to {{Card|Black Market}}). |
=== Other Rules Clarifications === | === Other Rules Clarifications === | ||
If you do not actually gain the card you chose, such as because of {{Card|Trader}} or {{Card|Possession}}, you get no bonus. | If you do not actually gain the card you chose, such as because of {{Card|Trader}} or {{Card|Possession}}, you get no bonus. | ||
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The best use of Ironworks is usually to pick up cheap engine pieces like {{Card|Village|Villages}} or {{Card|Smithy|Smithies}}. It is less useful on boards that require too many {{Cost|5}}-cost pieces for engine construction. | The best use of Ironworks is usually to pick up cheap engine pieces like {{Card|Village|Villages}} or {{Card|Smithy|Smithies}}. It is less useful on boards that require too many {{Cost|5}}-cost pieces for engine construction. | ||
− | Like Workshop, Ironworks is an excellent aid to rush strategies involving cheap [[alt-VP]], like | + | Like Workshop, Ironworks is an excellent aid to rush strategies involving cheap [[alt-VP]], like {{Card|Silk Road}} or {{Card|Gardens}}. Not only does Ironworks aid the acquisition of key VP cards, but it helps to quickly end the game on emptying cheap piles. |
Because it functions as a [[cantrip]] with cheap Action-VP cards like {{Card|Great Hall}} and {{Card|Island}}, Ironworks is much more valuable on boards including these cards, especially on boards where these cards are desirable for other reasons, such as in the presence of {{Card|Scout}} or {{Card|Crossroads}}. Great Hall enables Ironworks to be played somewhat like a {{Card|Monument}} offering +1 Card, +1 Action instead of +{{Cost|2}}. {{VP|2}} cards like Island and {{Card|Tunnel}} can also be gained in the endgame to help achieve a lead or catch up when behind in Provinces. | Because it functions as a [[cantrip]] with cheap Action-VP cards like {{Card|Great Hall}} and {{Card|Island}}, Ironworks is much more valuable on boards including these cards, especially on boards where these cards are desirable for other reasons, such as in the presence of {{Card|Scout}} or {{Card|Crossroads}}. Great Hall enables Ironworks to be played somewhat like a {{Card|Monument}} offering +1 Card, +1 Action instead of +{{Cost|2}}. {{VP|2}} cards like Island and {{Card|Tunnel}} can also be gained in the endgame to help achieve a lead or catch up when behind in Provinces. |
Revision as of 07:09, 6 January 2013
Ironworks | |
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Info | |
Cost | |
Type(s) | Action |
Kingdom card? | Yes |
Set | Intrigue |
Illustrator(s) | Martin Hoffmann |
Card text | |
Gain a card costing up to . If it is an… Action card, +1 Action. Treasure card, +. Victory card, +1 Card. |
Ironworks is an Action card from Intrigue. It is a gainer which allows you to gain cheap (sub-) Actions, Treasures, and Victory cards without buying them. Since it is nonterminal when gaining Action cards such as other Ironworks, it can enable lightning-fast rushes; it is also very convenient for picking up cheap engine pieces.
Contents |
FAQ
Official FAQ
- The card you gain must be from the Supply and is put into your discard pile.
- You get a bonus depending on what type of card you gained. A card with 2 types gives you both bonuses; if you use Ironworks to gain a Great Hall, you will then draw a card (because Great Hall is a Victory card) and may play another Action (because Great Hall is an Action card).
- Costs of cards are affected by Bridge, Highway, Princess, and Quarry (if played due to Black Market).
Other Rules Clarifications
If you do not actually gain the card you chose, such as because of Trader or Possession, you get no bonus.
Curse cards are not Actions, Victories, or Treasures, so you get no bonus for gaining one, though of course you would (almost) never want to.
Strategy Article
There is no strategy article currently written for Ironworks.
Ironworks is similar to Workshop but is much more powerful in many situations. Because it gives a +Action when gaining actions, it is especially useful in building an engine. Ironworks is nearly always preferential to Workshop, the only small downside being that its higher cost makes it impossible to open double Ironworks.
The best use of Ironworks is usually to pick up cheap engine pieces like Villages or Smithies. It is less useful on boards that require too many -cost pieces for engine construction.
Like Workshop, Ironworks is an excellent aid to rush strategies involving cheap alt-VP, like Silk Road or Gardens. Not only does Ironworks aid the acquisition of key VP cards, but it helps to quickly end the game on emptying cheap piles.
Because it functions as a cantrip with cheap Action-VP cards like Great Hall and Island, Ironworks is much more valuable on boards including these cards, especially on boards where these cards are desirable for other reasons, such as in the presence of Scout or Crossroads. Great Hall enables Ironworks to be played somewhat like a Monument offering +1 Card, +1 Action instead of +. 2 cards like Island and Tunnel can also be gained in the endgame to help achieve a lead or catch up when behind in Provinces.
Ironworks synergizes well with Upgrade, in part because both cards offer +1 Action. Ironworks can gain -cost actions in quantity, which can be upgraded into key -cost cards, or Duchies in the endgame. Remodel can have a similar effect, but this typically requires Villages to play +Actions.
Ironworks can occasionally be useful to gain Silver, although this use is less common. This use of Ironworks tends to be most beneficial on boards without a strong engine, such as Duke/Duchy strategies, but it can also be used if you reach and need an extra to buy a Province.
Synergies/Combos
- Ironworks enables fast and powerful Gardens and Silk Road rushes.
- Cheap dual-type cards such as Great Hall and Island can be picked up for free
- Ironworks to gain Silvers is good for a Duke strategy.
Antisynergies
Trivia
Secret History