Capital
Basic Info
- Type: Treasure
- Cost: 5
- Effect: $6 / +1 Buy / When you discard this from play, take 6 Debt (then you may pay off any).
Rating
A burst Treasure built around Empires' Debt mechanic. $6 + 1 Buy is over Gold value on its face, but the 6 Debt locks the following turn out of purchases unless paid off.
Strength: terminal-burst finisher. Province ($8) + Duchy ($5) in one turn closes games. The Debt is irrelevant if it falls on the final turn.
Community consensus rates Capital as S-tier finisher / C-tier mid-game build piece. Boards-dependent: Tier B to S.
Mid-game Capital costs you a tempo turn to repay 6 Debt. "Last 2 turns: Capital + Province + Duchy" is the ideal usage.
How to Play
Early: don't buy Capital. The $5 slot is better for Engineer, Emporium, Gladiator, or Chariot Race.
Mid: 1-2 copies once your engine is rolling. Buy when you see the end is 2-3 turns away.
Late: Capital + Gold + Silver to secure Province. With its built-in +1 Buy, grab a Duchy on the same turn.
Debt Mechanics
Debt forces priority: any income paid off Debt first; can't buy other cards while in Debt. Debt persists across turns.
Capital's Debt triggers on cleanup (discard from play), not when played as Treasure. Buy phase happens before Debt exists. So you can spend Capital this turn freely; the Debt hits next turn's start.
Key Combos
Capital + Gold/Platinum: One-turn $10+ for Province + extras.
Capital + +1 Buy cards (Market, Spice Merchant, Margrave): Multi-Province turns.
Capital + Engineer: Synergy with Engineer's gain effects.
Capital + Overlord: Overlord copying actions complements Capital's Treasure burst.
Capital + Festival: Festival's +2 Buys + Capital's $6 = $10+ with multi-Buy.
Capital + Smithy/Council Room: Drawer to reach Capital reliably.
Capital + Bandit Camp / Worker's Village: Action support without Action collisions, plus +Buy.
Synergies
- Gold/Platinum: Pay off Debt fast.
- +1 Buy cards (Market, Spice Merchant, Margrave): Multi-Province.
- Engineer: Gain combos.
- Smithy/Council Room: Find Capital.
- Militia/Torturer: Disrupt opponent during Province rush.
- Throne Room/King's Court: Capital not action — can't double, but pair with cantrip-treasure cards.
- Riverbank/Worker's Village: Mass +Buy supply.
Counters & Bad Matchups
- Mid-game deck building: Debt locks the next turn.
- Trash-based engines (Chapel, Remodel): Capital is high-value Treasure, doesn't want trashing.
- Short games (Witch curse rush): Game ends before Capital plays out.
- Heavy terminal boards: Treasures are unaffected, but +1 Buy supply can be scarce.
Advanced Tips
True role: end-of-game burst. $13 = Province ($8) + Duchy ($5). Capital ($6) + 2 Golds ($6) + Copper ($1) = $13. Remaining 6 Debt is irrelevant if next turn doesn't exist.
Two-Capital play: Final turn, 2 Capitals = $12 + 2 Buys → Province + Duchy or 2 Provinces ($16). Debt 12 is moot if game ends.
Debt repayment priority: While in Debt, no other purchases until cleared. Mid-game Capital costs 2 tempo turns (Debt repay + return to engine).
Capital-BM variant: Silver/Silver/Capital/Gold/Province. Adding one Capital boosts BigMoney's final-turn ceiling enough to threaten engines. Province in 8-10 turns avg.
Debt timing: "Discard from play" = cleanup. Treasure spent during Buy phase happens before Debt exists. Spend all Treasures freely this turn; Debt arrives next turn.
Mirror match: Buying Capital one turn earlier than opponent is critical. Same turn? Buy-priority race decides.
3-pile strategy: Capital + +1 Buy for Province + Duchy + Estate in one turn — triggers 3-pile-out condition.