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[Dominion] Council Room Card Guide - Mass Draw with +1 Buy

Rating, usage, and synergies of the Base set card Council Room in Dominion. Cost 5 Action. +4 Cards / +1 Buy, opponents also draw — the double-edged drawer.

Council Room

Basic Info

  • Type: Action
  • Cost: 5
  • Effect: +4 Cards / +1 Buy / Each other player draws a card.

Rating

Base set's premier mass-drawer. +4 cards at cost 5 is exceptional — Smithy's +3 at cost 4 plus +1 card for +1 cost. The +1 buy enables multi-Province turns. But it's terminal, and opponents also gain +1 card — a double-edged sword.

The "opponents draw +1" downside looks worse than it is for engine players: opponent draws are mostly noise compared to your +4 mass-draw. The cost is real for Big Money mirrors though, where opponent's hand-quality matters more.

Overall A to S tier (board-dependent). Excellent for engines; mixed value in pure Big Money.

How to Play

5/2 opening: Council Room competes with Witch / Remodel / Lab / Market. For engine plans, Council Room is a top candidate.

Mid-game: 1-2 Councils early. Past 2, depends on Village count. Engine target: 4 Villages + 2-3 Council Rooms enables a single-turn megadraw + multi-Province buy.

End-game: +1 Buy = doubled-Province turns. The "Council Room + normal buy" pattern delivers Province pile-down.

Key Combos

Council + Village: Standard. Two Villages + one Council Room reliably fires.

Council + Throne Room: TR + Council = +8 cards / +2 buys. Near-full deck draw + multi-Province turn. Among Base's strongest single-turn plays.

Council + Chapel: Thinning improves Council hit rate.

Council + Smithy: Both terminal — needs Villages to chain — but stacking gives total +7 draw potential.

Two Council Rooms: 3-4 Villages + 2 Councils = +8 cards / +2 buys. The textbook "draw the deck + double Province" turn.

Council + Witch: Council finds Witch, Witch curses, +1 Buy hits Province early.

Synergies

  • Village: 2 Villages + 1 Council = stable engine fire.
  • Throne Room: TR + Council = +8 / +2 buys.
  • Chapel: Thinning.
  • Remodel: Convert obsolete Council → Duchy.
  • Bridge (Intrigue): +Buys from Council + Bridge enable mass-Province.
  • Militia: Council to draw, Militia to attack.
  • Witch: Find + curse + Province pace.
  • TR + TR + Council: 4× = +16 cards / +4 buys. Among the strongest Base combos.

Counters & Bad Matchups

  • Heavy terminal boards: Council is terminal — needs Villages.
  • Pure Big Money mirrors: +1 to opponent matters here. Smithy is safer.
  • Hard-to-reach 5: Weak boards delay.
  • 4-player games: Giving 3 opponents +1 each = +3 total to others. Higher risk.

Related Mass-Drawers

  • Library (Base, 5): Draw to 7. Forces draw-through on thick decks.
  • Hunting Grounds (Dark Ages, 6): +4 cards + trash bonus.
  • Wharf (Seaside, 5): Duration +2 cards / +1 buy ×2 turns.
  • Bandit Camp (Dark Ages, 5): +1 / +2 actions / Spoils. Hybrid.
  • Margrave (Hinterlands, 5): +3 cards / +1 buy + opponent attack. Council without the gift.

When stronger 5/6-cost drawers are present, Council drops in priority.

Advanced Tips

Council isn't a one-card win — pair with Villages or Throne Room for full value. Single-shot +4 draw is still strong, but engine usage requires 2+ Villages.

"Opponent draws +1" should not be the loss reason. Opponents drawing Curse-poisoned cards or stuck terminals waste the gift.

Beyond 1 Council: depends on hand-mix. Two Councils = +8 draw; sufficient Villages required. If short on Villages, more Villages > more Councils.

Probability: thinned 20-card deck with 2 Councils + 2 Throne Rooms → ~25% chance both pieces in hand same turn. Add a third for stability.