Ironworks
Ironworks | |
---|---|
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 great for picking up cheap engine pieces like Villages or Smithies, though it does not work well if you have too many -cost pieces you need. It can also make for a very fast rush if there are cheap alt-VP on the board, especially Silk Road or Gardens.
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