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 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 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

Language Name Print Digital Text
Chinese 禮拜堂 (pron. lǐbàitáng) 移除你手上至多四張卡片。
Czech Kaple
Dutch Kapel Vernietig 4 of minder kaarten uit je hand.
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.
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.
Romanian Capela
Russian Часовня (pron. chasovnya) Russian language Chapel from Shuffle iT Выкиньте до четырёх карт из руки.
Spanish Capilla

Elimina hasta 4 cartas de tu mano.

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)