Council Room
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{{Quote|Text=Originally the 4th expansion had a "non-attack player interaction" sub-theme. It was easily the best expansion, and it became clear that I should split that sucker up. The main set got this card. |Name=[[Donald X. Vaccarino]] | {{Quote|Text=Originally the 4th expansion had a "non-attack player interaction" sub-theme. It was easily the best expansion, and it became clear that I should split that sucker up. The main set got this card. |Name=[[Donald X. Vaccarino]] | ||
− | |Source=[http://forum.dominionstrategy.com/index.php?topic=115.0 | + | |Source=[http://forum.dominionstrategy.com/index.php?topic=115.0 The Secret History of the Dominion Cards] |
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{{Navbox Cards}} | {{Navbox Cards}} |
Revision as of 11:20, 4 November 2012
Council Room | |
---|---|
Cost | 5 |
Type | [[Action]] |
Set/Expansion | Base |
Illustrator | Matthias Catrein |
+4 Cards +1 Buy Each other player draws a card. |
Contents |
FAQ
Official FAQ
- The other players must draw a card whether they want to or not. All players should shuffle as necessary.
Other Rules clarifications
Strategy Article
There is no Council Room strategy article, but it is mentioned in the Terminal Draw Big Money article at http://dominionstrategy.com/2012/06/13/terminal-draw-big-money/ .
Compared to Smithy, Council Room gives both you and your opponents an additional card, and gives you an additional buy. Early on, this is probably a bit worse than Smithy for terminal draw Big Money, since you won’t use the buy, and an 8th card on your big turn is probably overkill while a 6th card on a regular turn for them can make a bigger difference. However, having an extra card and buy on your big turn (on which you have 2 buys) can be a big deal late game. Since Council Room doesn’t really shine until late game, you’re not in a huge rush to buy them. You should not buy one for $6 ahead of Gold, and you should probably delay the second one until after the second reshuffle even if you draw $5 on both turns 3 and 4. Since you’re not in a huge rush to get your Council Room, you can even do things like opening Bureaucrat or Baron to help you get more early treasures, delaying your CR, but giving you more power to use with your +buy later. But you still can’t pull off some of the weaker openings that you would with Library of Vault, since Council Room does draw a lot of cards dead, and the game is going to tend to be even shorter than other terminal draw BM games if both players are allowing each other to draw extra cards with their Council Rooms.
Council Room also makes for very powerful engines, especially when it is paired with a discard attack to counteract its benefit to the opponent.
Synergies/Combos
- Handsize attacks such as Militia, Margrave, Goons, and Ghost Ship allow you to play multiple Council Rooms and then force the opponent to discard those extra cards.
- Council Room / Fool's Gold is an elite opening, providing for extremely quick cycling, giving large hands with a great chance of matching up Fool's Golds, and giving +Buy to get FG quickly.
Antisynergies
Trivia
Secret History