University: Difference between revisions

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Removing the old "P" syntax. (Using AWB)
Changed the Infobox so that the cost uses the new parameterized syntax.
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{{Infobox Card
{{Infobox Card
  |name = University
  |name = University
  |cost = 2P
  |cost = 2
|cost3 = P
  |type1 = Action
  |type1 = Action
  |illustrator = Marcel-André Casasola Merkle
  |illustrator = Marcel-André Casasola Merkle

Revision as of 15:52, 10 June 2024

University
Info
Cost $2P
Type(s) Action
Kingdom card? Yes
Set Alchemy
Illustrator(s) Marcel-André Casasola Merkle
Card text
+2 Actions
You may gain an Action card costing up to $5.

University is an Action card from Alchemy. It is a gainer which lets you gain Action cards costing up to $5.

FAQ

Official FAQ

  • Gaining an Action card is optional.
  • Cards with P in their cost cannot be gained by this.

Other Rules clarifications

  • Cards with multiple types, one of which is Action, are Actions and can be gained this way.

Strategy

University is both a gainer for Action cards and a village. This combination makes it a non-terminal gainer with which you can build an engine fairly quickly, without any concern that your Universities might collide. Additionally, University's relatively high cost limit of $5 allows you to gain much more powerful cards than you can with Workshop variants. University’s main downsides are that it is a P card, and that it and Potion are both stop cards. The former means that acquiring Universities is a slow process, bottlenecked by buying and drawing a Potion. The latter greatly increases your need for draw. As a result, the most important targets for University are usually draw cards, and because it is a village, these draw cards can be strong terminal draw such as Wharf. If draw cards costing $5 or less are absent, University may be less viable.

Assuming University is relevant in a given Kingdom, the most common question is when to gain the Potion. Most of the time opening with it is appealing, as you’re fairly likely to be able to afford a University on turn 3 or 4, and play it on turn 5 or 6. At this point, it’s probably best to gain Action cards which help you further establish deck control, usually in the form of draw. Occasionally, it may be worth delaying the Potion if there are other more urgent priorities. For example, when spiking for Inheritance the Potion is an active detriment. Alternatively, if your goal is to play an Attack such as Witch as soon and frequently as possible, gaining it via University may take too long, and the additional stop cards will slow down your cycling.

Once you have good deck control, University can also be used to gain strong payload cards such as Bridge Troll. As these are often terminal stop cards, it may be necessary to keep adding draw and even additional villages. The P cost of University puts a hard limit on how quickly you can gain more copies (usually a maximum of one per turn), and you may not be able to gain enough draw to support indefinitely many copies in any case. However, since multiple Universities can gain terminals faster than you can or want to buy more Universities, you might need to supplement your Universities, preferably with hand size neutral villages. Although University can't gain most Victory cards and thus may be less relevant during the greening stage of the game, scoring with Distant Lands or Island can be an attractive option, especially if you can gain-and-play them.

In the end-game, University provides significant pile control, substantially increasing the likelihood of a pileout. While engines often stop gaining expensive Action cards during greening, University can continue to add these to your deck until the end of the game. Cantrips may become attractive targets once the key piles (i.e. draw and payload) are empty or low, at which point a pileout is usually imminent and tracking the number of gains available to your opponent is important in deciding how much you can lower the piles and whether you need to score during your turn. Although it is sometimes low at this point, the University pile itself is relatively unlikely to feature in a pileout, in contrast to many gainers. This is because it cannot be used to gain copies of itself, and each player is usually capped at buying one per turn unless they have the means to gain-and-play a second Potion.

Versions

English versions

Print Digital Text Release Date
University University from Goko/Making Fun +2 Actions
You may gain an Action card costing up to $5.
Alchemy 1st Edition May 2010
University University from Shuffle iT +2 Actions
You may gain an Action card costing up to $5.
Alchemy 2nd Edition December 2018

Other language versions

Language Name Print Digital Text Notes
Chinese 大學 (pron. dàxué)
Czech Univerzita
Dutch Universiteit
Finnish Yliopisto
French Université
German Universität German language University 2019 by ASS German language University from Shuffle iT +2 Aktionen
Du darfst eine Aktionskarte nehmen, die bis zu $5 kostet.
(2019)
one or more other
versions listed here
Italian Università
Japanese 大学
(pron. daigaku)
+2 アクション
コスト$5以下のアクションカード1枚を獲得してもよい。
Polish Uniwersytet Although Polish version is not released,
this name is referred to in Polish Dominion 2E rulebook.
Russian Университет
(pron. univyersityet)
DigitalRussian language University +2 Действия
Вы можете получить карту Действия не дороже $5.
Spanish Universidad Spanish language University +2 Acciones
Puedes ganar una carta que tenga un coste máximo de $5.
Doesn't have the 'Action' of 'You may gain an Action card costing...' (Puedes ganar una carta que tenga un coste máximo... v. Puedes ganar una carta de Acción que tenga un coste máximo...)

Trivia

Official card art.

Preview

When your University is gaining you Markets, it's a business school! When it gets you Festivals, it's clown college! When it's getting you Torturers, that's one badass university. If you have other Alchemy cards out then it will often teach new Apprentices. Yes all I really have to comment on here is the flavor. Gain actions, then play them, what's not to like. It's important that University can't gain itself, or you would see piles empty so fast.


Secret History

I tried this in another set long ago, in a broken form. This was a later addition to this set, to supplement the "cares about actions" sub-theme. First it was "+2 Actions. Gain an Action card," which looks so pretty, but was nuts whenever a good expensive action was out, like say Possession. Then I tried "+2 Actions. You may reveal an Action card from your hand. If you do, gain a copy of it." While that can gain you Nobles or Possession on occasion, overall it was weaker than the final version.


Cards P TransmuteVineyard $2 Herbalist $2P ApothecaryScrying PoolUniversity $3P AlchemistFamiliarPhilosopher's Stone $4 Potion $4P Golem $5 Apprentice $6P Possession
Combos and Counters Apprentice/Market Square
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)