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'''Chapel''' is a [[trasher]] from the [[Base]] set. It is regarded as the [[List of Cards by Qvist Rankings#cards | best $2-cost card]] in the game (and the most powerful card relative to its cost) because of its ability to quickly improve deck quality, namely by trashing {{Card|Estate|Estates}} and {{Card|Copper|Coppers}}.
'''Chapel''' is a [[trasher]] from the [[Base]] set. It is regarded as one of the [[List of Cards by Qvist Rankings#cards|best card]]s costing {{Cost|2}} 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 {{Card|Estate|Estates}} and {{Card|Copper|Coppers}}.


== FAQ ==
== FAQ ==
=== Official FAQ ===
=== Official FAQ ===
* You cannot trash the Chapel itself, since it is not in your hand after you play it.
* You cannot trash the Chapel itself, since it is not in your hand after you play it.
=== Other Rules clarifications ===
=== Other rules clarifications ===
* You choose all the cards you want to trash, and then trash them at the same time; you don't trash them one-by-one. This matters for interactions with [[Dark Ages]] cards with on-trash abilities.
* 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 {{card|Herald}}) and don't have anything you want to trash.  
* You can trash a different Chapel from your hand, if one is there.
* 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 Article ==
== Strategy ==
''[http://dominionstrategy.com/2010/11/17/dominion-chapel/ Original article] by theory''
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 [[Opening|turn 1 or 2]].


This is the best card in the game, putting events aside.
Trashing cards is usually very powerful. The {{Card|Copper|Coppers}} and {{Card|Estate|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 {{Card|Village}} and {{Card|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 {{Card|Witch}} and {{Card|Artisan}} more often.


Simply put, no other card fundamentally alters the game as much as Chapel and its deceptively simple ability. Chapel allows cards which depend on each other to be drawn together without being interrupted by dross like Coppers, Estates, and {{Card|Curse|Curses}}, and this allows for a variety of turbo-charged engines.  
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.


In the [[base]] game, Chapel was so important that Dominion was essentially two different games: “games with Chapel” and “games without Chapel”.  Later expansions have provided alternative trashing options, such that thin decks are no longer the exclusive hallmark of Chapel. Nevertheless, Chapel continues to be the most efficient and most readily available trashing card.  Indeed, its presence seriously advantages players that begin with a {{Split|5|2}} [[opening split]], since players that start with {{Split|4|3}} will readily forgo money to buy the Chapel on the {{Cost|3}} turn.
It is especially important to trash early when [[junking attack]]s like Witch are present. Trashing quickly prepares your deck for the incoming {{Card|Curse|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.


There are few situations where you shouldn’t purchase a Chapel on one of your first two turns. Generally speaking, if there are no [[Reaction]] cards, then over-Chapeling is dangerous against the {{Card|Thief}} (with support) and the {{Card|Pirate Ship}}, especially in multiplayer games.  Still, Chapel is a great card to use, since having only 5 cards in your hand will protect you from being affected from Thief or Pirate Ship. It is also dangerous when your opponent shows signs of pursuing {{Card|Gardens}}; a good Gardens player can end the game before a fine-tuned Chapel engine kicks into high gear. And {{Card|Masquerade|Masqueraders}} might be able to force you into uncomfortable positions.  But even these situations do not call for forsaking Chapel per se, only judicious use of the Chapel.
===Notable Synergies ===
* Events that let you play Chapel on turn 2 (e.g. {{Event|Summon}}, {{Event|Travelling Fair}}, {{Event|Demand}})
* {{Event|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.
* {{Event|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 {{Project|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.


Against Curse-giving attacks, it is even more crucial to Chapel as much as possible and as quickly as possible.  (If Reaction cards are present, then Chapeling is the first line of defense because it ensures that you can consistently draw your {{Card|Moat|Moats}} or {{Card|Watchtower|Watchtowers}}.) It is completely untrue that {{Card|Witch}} is weakened when Chapel is available; in fact, probably the opposite is true.  Being forced to trash Curses can slow you down just enough to fall insurmountably behind an opponent that is Witching and Chapeling at the same time.  (This is less of a concern when {{Card|Colony|Colonies}} are in the game, since you’ll sometimes be able to catch up by the time the Colonies are contested.)  You should never need to get a second Chapel; if you do, that’s probably evidence that you didn’t Chapel fast enough early on.
===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.''
Once past the early game, Chapel usually lies dormant, called upon only infrequently to defend against the odd Curse or Copper. {{Card|Goons}} decks are an exception, since you might want to buy Coppers for the {{VP}} [[VP token|tokens]] and then clear them out.  A particularly unlucky {{Card|Hoard}} player might be forced to buy an {{Card|Estate}} or two for {{Card|Gold|Golds}}, and the Chapel can come in handy here.
* [http://dominionstrategy.com/2010/11/17/dominion-chapel/ theory's 2010 article]
 
Chapel even works well with other trashing cards (like {{Card|Remodel}} or {{Card|Salvager}}) since those cards can turn late-game Chapels into something useful.  ({{Card|Loan}} and {{Card|Lookout}}, of course, being exceptions.)  Remodel is particularly effective in Chapeled decks because it is more likely to convert good cards into even better cards, instead of Coppers into 2-cost junk.  Chapel does somewhat conflict with {{Card|Forge}}, however, since Forge’s best ability isn’t gaining [[Victory]] cards but clearing out a ton of deck junk at once.
 
When actually Chapeling, you should almost always Chapel as much as you can in the early game.  (It is instructive that Donald X. noted that playtesters experimented with a Chapel that trashed only up to 3 cards, and “It was horrible. Just, way slower than the current version, like you wouldn’t believe.”)  The more you delay, the more difficult it is to streamline your deck.  If you draw the Chapel with 4 Coppers, you should have no hesitation about trashing them all.  If you opened with Silver, you should always be able to Chapel Coppers without fear of running out of money in your deck.  If you didn’t, be sure to pick up at least one Silver or other +{{Cost|2}} card on a non-Chapeling turn.
 
With a {{Split|3|4}} split, the other card you buy with Chapel is usually going to be Silver. However, there are some actions that work very well with Chapel:
 
* Cards that prevent your opponent from Chapeling well (e.g., {{Card|Militia}}, {{Card|Cutpurse}}, {{Card|Sea Hag}}), especially if you are first player
* Cards that boost you up quickly (e.g., {{Card|Quarry}}, {{Card|Mining Village}}, {{Card|Feast}} sometimes)
* Popular cards that will likely run out (e.g., {{Card|Fishing Village}}, {{Card|Caravan}})
 
With a {{Split|5|2}}, the Cursing attacks are absolutely devastating.  In their absence, look for cards that can bootstrap you up quickly ({{Card|Merchant Ship}}, {{Card|Vault}}), rather than cards that provide late game advantage ({{Card|City}}).
 
One little trick in Chapel games is to spare a single Estate from being trashed.  A careless opponent, especially in a face-to-face game, will often overlook this, giving you a permanent tiebreaker at relatively minimal cost.  (This trick doesn’t work quite as well with other deck-thinning options like Salvager or {{Card|Bishop}}, since there is no similar presumption that everyone has trashed all their Estates.)
 
(Update: see Donald X. Vaccarino’s response at http://boardgamegeek.com/article/6108150#6108150 .  I agree with his sentiment that although Chapel is the most powerful card in the game relative to its cost, it makes the game far better for it.)
 
=== Synergies/Combos ===
* {{Card|Remodel}}
* {{Card|Grand Market}} (fast Chapeling of the Coppers gets to Grand Markets faster)
* {{Card|Adventurer}} / {{Card|Venture}}
* Other cards that indirectly depend on “high density” (e.g., {{Card|Market}})
* Actions that depend on other Actions (e.g., {{Card|Throne Room}} / {{Card|King's Court}}, {{Card|Treasure Map}}, and even multi-component +Cards/+Actions engines )
 
=== Antisynergies ===
* {{Card|Thief}}, {{Card|Pirate Ship}}, and {{Card|Knights}}, which will now always hit good cards
* {{Card|Gardens}}, which wants a big deck
* Alternative trashing ({{Card|Lookout}}, {{Card|Moneylender}}, {{Card|Spice Merchant}}, {{Card|Loan}}, {{Card|Remake}}, {{Card|Mint}}, {{Card|Forge}}, {{Card|Ambassador}})
* Cards that depend on Coppers and Estates (e.g., {{Card|Coppersmith}}, {{Card|Counting House}})
* {{Card|Masquerade}}, which can steal good cards from your Chapeled deck.


== Versions ==
== Versions ==
Line 66: Line 44:
! Print !! Digital !! Text !! Release !! Date  
! Print !! Digital !! Text !! Release !! Date  
|-
|-
| {{CardVersionImage|ChapelOld|Chapel}} || {{CardVersionImage|ChapelDigitalOld|Chapel from Goko/Making Fun}} || Trash up to 4 cards from your hand. || Dominion 1st Edition || October 2008   
| {{CardVersionImage|ChapelOld|Chapel}} || {{CardLangVersionImage|d=g|o=1}} || style="padding:0px 15px;"| Trash up to 4 cards from your hand. || Dominion || October 2008   
|-
|-
| {{CardVersionImage|Chapel|Chapel}} || {{CardVersionImage|ChapelDigital|Chapel from Shuffle iT}} || Trash up to 4 cards from your hand. || Dominion 2nd Edition || October 2016   
| {{CardVersionImage|Chapel|Chapel}} || {{CardLangVersionImage|d=s}} || style="padding:0px 15px;"| Trash up to 4 cards from your hand. || Dominion [[Second Edition|(Second Edition)]] || October 2016   
|}
|}


===Other language versions===
===Other language versions===
{| class="wikitable" style="text-align:center;"
{| class="wikitable mw-collapsible autocollapse" style="text-align:center;"
! Print !! Digital !! Language !! Name !! Text
! Language !! Name !! Print !! Digital !! Text !! Notes
|-
!Chinese
| 禮拜堂 (pron. ''lǐbàitáng'') || || || 移除你手上至多四張卡片。||
|-
!Czech
| Kaple || || || ||
|-
!Dutch
| Kapel || {{CardLangVersionImage|Dutch}} || || Vernietig 4 of minder kaarten uit je hand. || Tweede editie<br>(herdruk 2019/2020)
|-
|-
| || || Chinese || 禮拜堂 (pron. ''lǐbàitáng'') ||
!Finnish
|-
| Kappeli || || || ||
| || || Czech || Kaple ||
|-
|-
| || || Dutch || Kapel ||
!French
| Chapelle || || || Écartez jusqu'a 4 cartes de votre main. ||
|-
|-
| || || Finnish || Kappeli ||  
!rowspan=2|German
| Kapelle || {{CardLangVersionImage|German|o=1}} || {{CardLangVersionImage|German|d=s|o=1}} ||Entsorge bis zu 4 Karten aus deiner Hand. || (2008)
|-
|-
| || || French || Chapelle ||
| Kapelle || {{CardLangVersionImage|German}} || {{CardLangVersionImage|German|d=t}} ||Entsorge bis zu 4 deiner Handkarten. || 2.&nbsp;Edition<br>(2019)
|-
|-
| {{CardVersionImage|ChapelGerman|German language Chapel}} || || German || Kapelle ||  
!Greek
| Παρεκκλήσι (pron. ''parekklesi'') || || || ||
|-
|-
| || || Greek || Παρεκκλήσι (pron. ''parekklesi'') ||
!Hungarian
| Kápolna || || || ||
|-
|-
| || || Hungarian || Kápolna ||
!Italian
| Cappella || || || ||
|-
|-
| || || Italian || Cappella ||
!Japanese
| 礼拝堂 (pron. ''reihaidō'') || || {{CardLangVersionImage|Japanese|d=1}} || 手札から4枚以下のカードを廃棄する。||
|-
|-
| || || Japanese || 礼拝堂 (pron. ''reihaidō'') || 手札から4枚以下のカードを廃棄する。
!Korean
| 예배당 (pron. ''yebaedang'') || || || ||
|-
|-
| || || Korean || 예배당 (pron. ''yebaedang'') ||
!Norwegian
| Kapell || || || ||
|-
|-
| || || Norwegian || Kapell ||
!Polish
| Kaplica || {{CardLangVersionImage|Polish}} || || Wyrzuć na śmietnisko maksymalnie 4 kartę z ręki. || (2009/2011)
|-
|-
| || || Polish || Kaplica ||
!Romanian
| Capela || || || ||
|-
|-
| || || Romanian || Capela ||
!Russian
| Часовня (pron. ''chasovnya'') || || {{CardLangVersionImage|Russian|d=1}} || Выкиньте до четырёх карт из руки. ||
|-
|-
| || || Russian || Часовня (pron. ''chasovnya'') ||  
!rowspan=2|Spanish
| Capilla || {{CardLangVersionImage|Spanish|o=1}} || || Elimina hasta 4 cartas de tu mano. || First Edition<br>(2008)
|-
|-
| || || Spanish || Capilla ||
| Capilla || {{CardLangVersionImage|Spanish}} || || Elimina hasta 4 cartas de tu mano. || Second Edition<br>(2016)
|}
|}


== Trivia ==
== Trivia ==
[[Image:ChapelArt.jpg|thumb|right|354px|Official card art.]]
[[Image:ChapelArt.jpg|thumb|right|354px|Official card art.]]
=== Why is religion associated with trashing? ===
{{Quote|Text=
Well this one is easy. When you trash {{Card|Copper|Coppers}} and {{Card|Estate|Estates}}, you're giving them to charity, and when you trash {{Card|Curse|Curses}}, that's an exorcism.
|Name=[[Donald X. Vaccarino]]
|Source=[http://forum.dominionstrategy.com/index.php?topic=110.msg1078#msg1078 Dominion: Awesome Mechanics; Meh Flavor]
}}
=== Secret History ===
=== Secret History ===
{{Quote|Text=This started out "trash any number of cards" and went to the ever-so-slightly weaker "trash up to 4 cards." I tested a version with "trash up to 3 cards." It was horrible. Just, way slower than the current version, like you wouldn't believe.  |Name=[[Donald X. Vaccarino]]
{{Quote|Text=This started out "trash any number of cards" and went to the ever-so-slightly weaker "trash up to 4 cards." I tested a version with "trash up to 3 cards." It was horrible. Just, way slower than the current version, like you wouldn't believe.  |Name=[[Donald X. Vaccarino]]
Line 115: Line 119:
}}
}}


=== Chapel's strength ===
{{Quote|Text=
Chapel is the most powerful Dominion card relative to its cost, and I'm unlikely to make another card that powerful (relative to its cost).
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 {{Card|Witch}}? Then you try trashing {{Card|Estate|Estates}} and then trashing everything and it's such a rush. Then you explore games where you don't just start Chapel / {{Card|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, {{Card|Thief}}, {{Card|Witch}}, {{Card|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 {{Card|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 {{Cost|4}} you get less interesting games, not more interesting ones, and exchanging the {{Cost|2}}/{{Cost|5}} opening being especially good for the {{Cost|2}}/{{Cost|5}} opening being especially weak is a wash for me. If I had thought it was a mistake to print it at {{Cost|2}}, I would have replaced it, not charged more for it.
|Name=[[Donald X. Vaccarino]]
|Source=[http://boardgamegeek.com/article/6108150#6108150 Cost inversion between Fishing Village and Caravan?]
}}
=== Why does it cost 2? ===
{{Quote|Text=
As noted I think it's correctly priced; the issue is whether that text should be a card, not what it should cost if it does. I think it's great that sometimes trashing is so easy. The question then is if the main game is the best place to have one of those. The argument is that new players don't understand trashing immediately, and having such a blatant extreme trasher helps. And then it retains value for experienced players, by changing the game so much but still leaving plenty of room to be the better player.
I don't know how much it actually helps new players. But when working on 2E I wasn't ever thinking, at last, my chance to get rid of Chapel. If I had replaced just one card for high power level it would have been {{Card|Witch}} instead (replacing it with another {{Card|Witch}}). As you can see, that didn't happen either. The cards that left were the ones that don't contribute enough to making the game different; mostly this is by being weak, though in {{Card|Feast|Feasts}} case it's just by not changing anything.
|Name=[[Donald X. Vaccarino]]
|Source=[http://forum.dominionstrategy.com/index.php?topic=5799.msg718461#msg718461 Interview with Donald X.]
}}
{{Navbox Base set}}
{{Navbox Base set}}
{{Navbox Cards}}
{{Navbox Cards}}
[[category:terminals]]
[[category:thinner]]
[[category:trashers]]
[[category:handsize negative]]

Latest revision as of 04:22, 5 September 2024

Chapel
Info
Cost $2
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 $2 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

Print Digital Text Release Date
Chapel Chapel from Goko/Making Fun Trash up to 4 cards from your hand. Dominion October 2008
Chapel Chapel from Shuffle iT Trash up to 4 cards from your hand. Dominion (Second Edition) October 2016

Other language versions

Language Name Print Digital Text Notes
Chinese 禮拜堂 (pron. lǐbàitáng) 移除你手上至多四張卡片。
Czech Kaple
Dutch Kapel Dutch language Chapel Vernietig 4 of minder kaarten uit je hand. Tweede editie
(herdruk 2019/2020)
Finnish Kappeli
French Chapelle Écartez jusqu'a 4 cartes de votre main.
German Kapelle German language Chapel German language Chapel from Shuffle iT Entsorge bis zu 4 Karten aus deiner Hand. (2008)
Kapelle German language Chapel German language Chapel from Temple Gates Games Entsorge bis zu 4 deiner Handkarten. 2. Edition
(2019)
Greek Παρεκκλήσι (pron. parekklesi)
Hungarian Kápolna
Italian Cappella
Japanese 礼拝堂 (pron. reihaidō) Japanese language Chapel from Shuffle iT 手札から4枚以下のカードを廃棄する。
Korean 예배당 (pron. yebaedang)
Norwegian Kapell
Polish Kaplica Polish language Chapel Wyrzuć na śmietnisko maksymalnie 4 kartę z ręki. (2009/2011)
Romanian Capela
Russian Часовня (pron. chasovnya) Russian language Chapel from Shuffle iT Выкиньте до четырёх карт из руки.
Spanish Capilla Spanish language Chapel Elimina hasta 4 cartas de tu mano. First Edition
(2008)
Capilla Spanish language Chapel Elimina hasta 4 cartas de tu mano. Second Edition
(2016)

Trivia

Official card art.

Why is religion associated with trashing?

Well this one is easy. When you trash Coppers and Estates, you're giving them to charity, and when you trash Curses, that's an exorcism.

Secret History

This started out "trash any number of cards" and went to the ever-so-slightly weaker "trash up to 4 cards." I tested a version with "trash up to 3 cards." It was horrible. Just, way slower than the current version, like you wouldn't believe.


Chapel's strength

Chapel is the most powerful Dominion card relative to its cost, and I'm unlikely to make another card that powerful (relative to its cost).

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 $4 you get less interesting games, not more interesting ones, and exchanging the $2/$5 opening being especially good for the $2/$5 opening being especially weak is a wash for me. If I had thought it was a mistake to print it at $2, I would have replaced it, not charged more for it.

Why does it cost 2?

As noted I think it's correctly priced; the issue is whether that text should be a card, not what it should cost if it does. I think it's great that sometimes trashing is so easy. The question then is if the main game is the best place to have one of those. The argument is that new players don't understand trashing immediately, and having such a blatant extreme trasher helps. And then it retains value for experienced players, by changing the game so much but still leaving plenty of room to be the better player. I don't know how much it actually helps new players. But when working on 2E I wasn't ever thinking, at last, my chance to get rid of Chapel. If I had replaced just one card for high power level it would have been Witch instead (replacing it with another Witch). As you can see, that didn't happen either. The cards that left were the ones that don't contribute enough to making the game different; mostly this is by being weak, though in Feasts case it's just by not changing anything.


Cards $2 CellarChapelMoat $3 Harbinger • MerchantVassalVillageWorkshop $4 BureaucratGardensMilitiaMoneylenderPoacherRemodelSmithyThrone Room $5 BanditCouncil RoomFestivalLaboratoryLibraryMarketMineSentry • Witch $6 Artisan
Removed cards $3 ChancellorWoodcutter $4 FeastSpyThief $6 Adventurer
Combos and Counters Beggar/GardensWorkshop/Gardens
Other concepts Vanilla
Dominion Cards
Basic cards $0 CopperCurse $2 Estate $3 Silver $5 Duchy $6 Gold $8 Province
Dominion $2 CellarChapelMoat $3 Harbinger • MerchantVassalVillageWorkshop $4 BureaucratGardensMilitiaMoneylenderPoacherRemodelSmithyThrone Room $5 BanditCouncil RoomFestivalLaboratoryLibraryMarketMineSentry • Witch $6 Artisan
Removed cards: $3 ChancellorWoodcutter $4 FeastSpyThief $6 Adventurer
Intrigue $2 CourtyardLurkerPawn $3 MasqueradeShanty TownStewardSwindlerWishing Well $4 BaronBridgeConspiratorDiplomatIronworksMillMining VillageSecret Passage $5 CourtierDukeMinionPatrolReplaceTorturerTrading PostUpgrade $6 FarmNobles
Removed cards: $2 Secret Chamber $3 Great Hall $4 CoppersmithScout $5 SaboteurTribute $6 Harem
Seaside $2 HavenLighthouseNative Village $3 AstrolabeFishing VillageLookoutMonkeySea ChartSmugglersWarehouse $4 BlockadeCaravanCutpurseIslandSailorSalvagerTide PoolsTreasure Map $5 BazaarCorsairMerchant ShipOutpostPirateSea WitchTacticianTreasuryWharf
Removed cards: $2 EmbargoPearl Diver $3 Ambassador $4 NavigatorPirate ShipSea Hag $5 ExplorerGhost Ship
Alchemy P TransmuteVineyard $2 Herbalist $2P ApothecaryScrying PoolUniversity $3P AlchemistFamiliarPhilosopher's Stone $4 Potion $4P Golem $5 Apprentice $6P Possession
Prosperity $3 AnvilWatchtower $4 BishopClerkInvestmentTiaraMonumentQuarryWorker's Village $5 CharlatanCityCollectionCrystal BallMagnateMintRabbleVaultWar Chest $6 Hoard $6* Grand Market $7 BankExpandForgeKing's Court $8star Peddler $9 Platinum $11 Colony
Removed cards: $3 LoanTrade Route $4 Talisman $5 ContrabandCounting HouseMountebankRoyal SealVenture $6 Goons
Cornucopia & Guilds $2 Candlestick MakerHamlet $2+ FarrierStonemason $3 MenagerieShop $3+ Infirmary $4 AdvisorFarmhandsPlazaRemakeYoung Witch $4+ Herald $5 BakerButcherCarnivalFerrymanFootpadHorn of PlentyHunting PartyJesterJourneymanJoust (Rewards: CoronetCourserDemesneHousecarlHuge TurnipRenown)• Merchant GuildSoothsayer $6 Fairgrounds
Removed cards: $3 Fortune Teller $3+ DoctorMasterpiece $4 Farming VillageHorse TradersTaxmanTournament (Prizes: Bag of GoldDiademFollowersPrincessTrusty Steed) $5 Harvest
Hinterlands $2 CrossroadsFool's Gold $3 DevelopGuard DogOasisSchemeTunnel $4 Jack of All TradesNomadsSpice MerchantTraderTrailWeaver $5 BerserkerCartographerCauldronHagglerHighwayInnMargraveSoukStablesWheelwrightWitch's Hut $6 Border VillageFarmland
Removed cards: $2 Duchess $3 Oracle $4 Noble BrigandNomad CampSilk Road $5 CacheEmbassyIll-Gotten GainsMandarin
Dark Ages $0 Ruins (Abandoned MineRuined LibraryRuined MarketRuined VillageSurvivors) $0* Spoils $1 Poor HouseShelters (HovelNecropolisOvergrown Estate) $2 BeggarSquireVagrant $3 ForagerHermit (Madman) • Market SquareSageStoreroomUrchin (Mercenary) $4 ArmoryDeath CartFeodumFortressIronmongerMarauderProcessionRatsScavengerWandering Minstrel $5 Band of MisfitsBandit CampCatacombsCountCounterfeitCultistGraverobberJunk DealerKnights (Dames AnnaJosephineMollyNatalieSylvia • Sirs BaileyDestryMartinMichaelVander) • MysticPillageRebuildRogue $6 AltarHunting Grounds
Adventures $2 Coin of the RealmPage (Treasure HunterWarriorHeroChampion) • Peasant (SoldierFugitiveDiscipleTeacher) • RatcatcherRaze $3 AmuletCaravan GuardDungeonGearGuide $4 DuplicateMagpieMessengerMiserPortRangerTransmogrify $5 ArtificerBridge TrollDistant LandsGiantHaunted WoodsLost CityRelicRoyal CarriageStorytellerSwamp HagTreasure TroveWine Merchant $6 Hireling
Events: $0 AlmsBorrowQuest $1 Save $2 Scouting PartyTravelling Fair $3 BonfireExpeditionFerryPlan $4 MissionPilgrimage $5 BallRaidSeawayTrade $6 Lost ArtsTraining $7 Inheritance $8 Pathfinding
Empires 4D Engineer 8D City QuarterOverlordRoyal Blacksmith $2 Encampment/PlunderPatrician/EmporiumSettlers/Bustling Village $3 Castles (HumbleCrumblingSmallHauntedOpulentSprawlingGrandKing's) • Catapult/RocksChariot RaceEnchantressFarmers' MarketGladiator/Fortune $4 SacrificeTempleVilla $5 ArchiveCapitalCharmCrownForumGroundskeeperLegionaryWild Hunt
Events: 5D Triumph 8D AnnexDonate $0 Advance $2 DelveTax $3 Banquet $4 RitualSalt the Earth $43D Wedding $5 Windfall $6 Conquest $14 Dominate
Landmarks: AqueductArenaBandit FortBasilicaBathsBattlefieldColonnadeDefiled ShrineFountainKeepLabyrinthMountain PassMuseumObeliskOrchardPalaceTombTowerTriumphal ArchWallWolf Den
Nocturne $0* Will-o'-WispWish $2 DruidFaithful HoundGuardianMonasteryPixie (Goat) • Tracker (Pouch) $2* Imp $3 ChangelingFool (Lost in the WoodsLucky Coin) • Ghost TownLeprechaunNight WatchmanSecret Cave (Magic Lamp) $4 BardBlessed VillageCemetery (Haunted Mirror) • ConclaveDevil's WorkshopExorcistNecromancer (Zombies: ApprenticeMasonSpy) • Shepherd (Pasture) • Skulk $4* Ghost $5 CobblerCryptCursed VillageDen of SinIdolPooka (Cursed Gold) • Sacred GroveTormentorTragic HeroVampire (Bat) • Werewolf $6 Raider
Boons: The Earth's GiftFieldFlameForestMoonMountainRiverSeaSkySunSwampWind
Hexes: Bad OmensDelusion (Deluded) • Envy (Envious) • FamineFearGreedHauntingLocustsMisery (Miserable/Twice Miserable) • PlaguePovertyWar
Renaissance $2 Border Guard (HornLantern) • DucatLackeys $3 Acting TroupeCargo ShipExperimentImprove $4 Flag Bearer (Flag) • HideoutInventorMountain VillagePatronPriestResearchSilk Merchant $5 Old WitchRecruiterScepterScholarSculptorSeerSpicesSwashbuckler (Treasure Chest) • Treasurer (Key) • Villain
Projects: $3 CathedralCity GatePageantSewersStar Chart $4 ExplorationFairSilosSinister Plot $5 AcademyCapitalismFleetGuildhallPiazzaRoad Network $6 BarracksCrop RotationInnovation $7 Canal $8 Citadel
Menagerie $2 Black CatSleighSupplies $3 Camel TrainGoatherdScrapSheepdogSnowy VillageStockpile $3* Horse $4 Bounty HunterCardinalCavalryGroomHostelryVillage Green $5 BargeCovenDisplaceFalconerGatekeeperHunting LodgeKilnLiveryMastermindPaddockSanctuary $5* Fisherman $6* DestrierWayfarer $7* Animal Fair
Events: $0 DelayDesperation $2 GamblePursueRideToil $3 EnhanceMarchTransport $4 BanishBargainInvestSeize the Day $5 CommerceDemandStampede $7 Reap $8 Enclave $10 AlliancePopulate
Ways: ButterflyCamelChameleonFrogGoatHorseMoleMonkeyMouseMuleOtterOwlOxPigRatSealSheepSquirrelTurtleWorm
Allies $2 BaubleSycophantTownsfolk (Town Crier / Blacksmith / Miller / Elder) $3 Augurs (Herb Gatherer / Acolyte / Sorceress / Sibyl) • Clashes (Battle Plan / Archer / Warlord / Territory) • Forts (Tent / Garrison / Hill Fort / Stronghold) • ImporterMerchant CampOdysseys (Old Map / Voyage / Sunken Treasure / Distant Shore) • SentinelUnderlingWizards (Student / Conjurer / Sorcerer / Lich) $4 BrokerCarpenterCourierInnkeeperRoyal GalleyTown $5 BarbarianCapital CityContractEmissaryGalleriaGuildmasterHighwaymanHunterModifySkirmisherSpecialistSwap $6 Marquis
Allies: Architects' GuildBand of NomadsCave DwellersCircle of WitchesCity-stateCoastal HavenCrafters' GuildDesert GuidesFamily of InventorsFellowship of ScribesForest DwellersGang of PickpocketsIsland FolkLeague of BankersLeague of ShopkeepersMarket TownsMountain FolkOrder of AstrologersOrder of MasonsPeaceful CultPlateau ShepherdsTrappers' LodgeWoodworkers' Guild
Plunder $2 CageGrottoJewelled EggSearchShaman $3 Secluded ShrineSirenStowawayTaskmaster $4 AbundanceCabin BoyCrucibleFlagshipFortune HunterGondolaHarbor VillageLanding PartyMapmakerMaroonRopeSwamp ShacksTools $5 Buried TreasureCrewCutthroatEnlargeFigurineFirst MateFrigateLongshipMining RoadPendantPickaxePilgrimQuartermasterSilver MineTricksterWealthy Village $6 Sack of Loot $7 King's Cache $7* Loots (AmphoraDoubloonsEndless ChaliceFigureheadHammerInsigniaJewelsOrbPrize GoatPuzzle BoxSextantShieldSpell ScrollStaffSword)
Events: $1 Bury $2 AvoidDeliverPerilRush $3 ForayLaunchMirrorPrepareScrounge $4 MaelstromJourney $6 Looting $10 InvasionProsper
Traits: CheapCursedFatedFawningFriendlyHastyInheritedInspiringNearbyPatientPiousRecklessRichShyTireless
Rising Sun 5D Mountain Shrine 6D Daimyo 8D Artist $2 FishmongerSnake Witch $3 AristocratCraftsmanRiverboatRoot Cellar $4 AlleyChangeNinjaPoetRiver ShrineRustic Village $5 Gold MineImperial EnvoyKitsuneLitterRice BrokerRoninTanukiTea House $6 Samurai $7 Rice
Events: 8D Continue $2 AmassAsceticismCreditForesight $3 KintsugiPractice $4 Sea Trade $5 Receive Tribute $7 Gather
Prophecies: Approaching ArmyBiding TimeBureaucracyDivine WindEnlightenmentFlourishing TradeGood HarvestGreat LeaderGrowthHarsh WinterKind EmperorPanicProgressRapid ExpansionSickness
Promo $3 Black MarketChurch $4 DismantleEnvoySauna/AvantoWalled Village $5 GovernorMarchlandStash $6 Captain $8 Prince
Events: $5 Summon
Base Cards $0 CopperCurse $2 Estate $3 Silver $4 Potion $5 Duchy $6 Gold $8 Province $9 Platinum $11 Colony
See also: Second EditionErrataOuttakes (Confusion) • Fan cardsCard storageList of cards (in other languages)