Cost: $4
Type: Action
Text: Gain a card costing up to $4. If it is an...\nAction card, +1 Action\nTreasure card, +$1\nVictory card, +1 Card
Introduction: Ironworks is a versatile $4-cost Action card from Intrigue that combines gaining with conditional bonuses. Its flexibility makes it a powerful engine component and economy booster in many strategies. This guide will explore how to best utilize Ironworks in your Dominion games.
Core Mechanics: Ironworks allows you to gain any card costing up to $4 and provides an immediate bonus based on the gained card's type(s): - Action cards grant +1 Action - Treasure cards grant +$1 - Victory cards grant +1 Card Note that cards with multiple types (like Mill or Nobles) will trigger multiple bonuses.
Key Strengths: 1. Flexibility in gaining 2. Self-replacing when gaining Victory cards 3. Action generation for engine building 4. Economic boost when gaining Treasures 5. Works immediately (unlike Workshop) 6. Can gain any card type
Key Weaknesses: 1. Limited to $4 cost cards 2. Requires good $4 or cheaper targets 3. Takes up an Action 4. May conflict with other terminals
Strategic Considerations:
Early game decisions with Ironworks often revolve around whether to: a) Gain Silver for economy b) Gain engine pieces c) Gain cantrips or villages d) Gain early Victory cards
The choice depends heavily on your overall strategy and board context. Here are typical considerations:
Silver Gaining: - Provides immediate economic boost (+$1 this turn) - Helps reach important price points - Better in Big Money variants - Strong if few worthwhile $4 Action cards exist
Engine Piece Gaining: - Gets key components into deck faster - Provides +1 Action when gaining Actions - Better when multiple good $4 or cheaper Actions are available - Supports long-term engine development
Cantrip/Village Gaining: - Helps maintain deck flow - Provides both card and Action - Important for engine building - Often better than Silver in engine strategies
As the game progresses, Ironworks becomes more versatile:
Engine Building: - Can gain multiple engine pieces while maintaining Actions - Works well with villages to overcome terminal collision - Helps thin deck by gaining useful cards instead of treasure - Can gain Victory cards without stopping engine
Economy Enhancement: - Continue gaining Silvers for buying power - Can gain Gardens in appropriate strategies - Mixed approach possible (both Actions and Treasures)
Deck Control: - Self-replacing when gaining Victory cards helps maintain hand size - Can gain sifters/trackers to improve deck quality - Allows selective gaining based on immediate needs
Ironworks remains useful in the endgame:
Victory Card Gaining: - Can gain Estates while drawing replacement cards - Helps maintain engine functionality during greening - Works well in Gardens strategies - Can gain Victory cards without sacrificing tempo
Engine Maintenance: - Continue gaining engine pieces if needed - Can pivot to Victory cards when appropriate - Helps balance greening with engine functionality
Multiple Card Types: - Mill (Action-Victory): Triggers both +1 Action and +1 Card - Harem (Treasure-Victory): Triggers both +$1 and +1 Card - Great Hall (Action-Victory): Maximum value from all bonuses - Noble (Action-Victory): Excellent target in appropriate kingdoms
Engine Support: - Villages: Help handle terminal nature of Ironworks - Draw cards: Improve chances of playing multiple Ironworks - Throne Room/King's Court: Multiple gains per Action - Treasury: Can gain and immediately use for +$1
Victory Card Strategies: - Gardens: Excellent support for rapidly increasing deck size - Duke: Can gain both Dukes and Duchies - Alternative VP cards: Many cost $4 or less
Treasure Synergies: - Bank: Gaining Silvers improves Bank value - Merchant Guild: Extra coin tokens from gained Treasures - Quarry: Makes Action cards cheaper to gain
When facing Ironworks:
Deck Racing: - May need to compete for key $4 components - Consider whether to contest or pursue alternative strategy - Watch pile depletion of critical cards
Pile Control: - Can empty piles faster than Workshop - Important for three-pile ending considerations - May need to adjust gaining priorities
Alternative Gainers: - Workshop: Simpler but less flexible - Armory: Gains to deck top - Artisan: More expensive but more flexible
Evaluating Ironworks' value:
Strong Kingdoms: - Multiple useful $4 or cheaper cards - Good engine components available - Victory cards worth gaining - Dual-type cards present
Weak Kingdoms: - Few worthwhile $4 targets - Better gainers available - Terminal Action collision issues - Big Money dominant
Ironworks as an opener:
Pros: - Flexible gaining options - Immediate utility - Supports multiple strategies - Can gain Silver or Actions
Cons: - Competes with other strong $4 options - Terminal Action - May be too slow in some kingdoms - Requires good targets
Common Opening Pairs: - Ironworks/Silver: Balanced approach - Ironworks/Village: Engine setup - Double Ironworks: Aggressive gaining - Ironworks/Sifter: Deck control
Maximizing Ironworks efficiency:
Gain Sequencing: - Consider order of gains for maximum benefit - Balance immediate needs vs. long-term strategy - Track shuffle timing - Monitor pile depletion
Action Management: - Use villages effectively - Time Victory card gains for draw benefit - Balance terminal Actions - Consider throne room effects
Economy Optimization: - Calculate break points for purchasing - Time Treasure gains for maximum impact - Balance money density - Consider coin token opportunities
Common Mistakes to Avoid
Over-investing in Ironworks:
Balance with other cards
Poor Target Selection:
Balance card types
Ignoring Board Context:
Monitor game pace
Poor Timing:
Conclusion:
Ironworks is a versatile and powerful card that rewards careful planning and strategic thinking. Its ability to gain any card type while providing immediate benefits makes it valuable in many strategies. Success with Ironworks requires:
Key Takeaways: - Flexibility is Ironworks' greatest strength - Balance immediate vs. long-term gains - Consider all bonus types when selecting targets - Use in conjunction with supporting cards - Adapt strategy to kingdom context
When used effectively, Ironworks can support various strategies while providing immediate benefits and maintaining deck functionality. Its versatility makes it a valuable addition to many decks, but success requires careful consideration of kingdom context and strategic goals.