Chapel

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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 the 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 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 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 can trash a different Chapel from your hand, if one is there.

Strategy Article

Original article by theory

This is the best card in the game, putting events aside.

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 Curses, and this allows for a variety of turbo-charged engines.

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 $5/$2 opening split, since players that start with $4/$3 will readily forgo money to buy the Chapel on the $3 turn.

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 Thief (with support) and the 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 Gardens; a good Gardens player can end the game before a fine-tuned Chapel engine kicks into high gear. And 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.

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 Moats or Watchtowers.) It is completely untrue that 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 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.

Once past the early game, Chapel usually lies dormant, called upon only infrequently to defend against the odd Curse or Copper. Goons decks are an exception, since you might want to buy Coppers for the VP tokens and then clear them out. A particularly unlucky Hoard player might be forced to buy an Estate or two for Golds, and the Chapel can come in handy here.

Chapel even works well with other trashing cards (like Remodel or Salvager) since those cards can turn late-game Chapels into something useful. (Loan and 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 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 +$2 card on a non-Chapeling turn.

With a $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:

With a $5/$2, the Cursing attacks are absolutely devastating. In their absence, look for cards that can bootstrap you up quickly (Merchant Ship, Vault), rather than cards that provide late game advantage (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 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

Antisynergies

Versions

English versions

Print Digital Text Release Date
Chapel Chapel from Goko/Making Fun Trash up to 4 cards from your hand. Dominion 1st Edition October 2008
Chapel Chapel from Shuffle iT Trash up to 4 cards from your hand. Dominion 2nd Edition October 2016

Other language versions

Print Digital Language Name Text
Chinese 禮拜堂 (pron. lǐbàitáng)
Czech Kaple
Dutch Kapel
Finnish Kappeli
French Chapelle
German language Chapel German Kapelle
Greek Παρεκκλήσι (pron. parekklesi)
Hungarian Kápolna
Italian Cappella
Japanese language Chapel by Dominion Online 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)
Norwegian Kapell
Polish language Chapel Polish Kaplica
Romanian Capela
Russian Часовня (pron. chasovnya)
Spanish Capilla

Trivia

Official card art.

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.


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)