|Gain 2 Coppers and a non-Victory card costing up to.|
 Official FAQ
- You can do this even if the Copper pile is empty.
The Banquet is a good card, as it allows you to gain a card costing Copper, which are usually bad. In some cases, however, the extra Copper can be extremely potent. The key to using Banquet effectively is to gain cards that synergize with Copper.for . The drawback to this is that you also gain two
The Counting House and Banquet is such a good combo, that it's virtually unbeatable. It's an extremely fast strategy, beating Goons, Minion, and even (barely) Chapel in about 15 turns. The key to this strategy is to gain Counting House with Banquet every turn unless you have or more(if you have less than , just buy a Copper). When you have enough Coppers in your discard pile to buy a Province, you will be able to buy one every turn that you have a Counting House until you reshuffle. Cursers have very little effect, as your opponent will only get to play their Witch or Swindler 6-7 times at best. Also, Curses don't bog you down very much, as long as you have Counting House in your hand. Any discard attacks such as Militia will have no effect, as long as you keep your Counting House. (Multiple Torturers may put a stop to you,however.) Most other strategies will take too long to get started, as Big Money will only get about 2 Provinces in a 15-turn game.
The Coppersmith and Banquet strategy works the same way as the CH-Banquet, except you gain Coppersmith with the Banquet instead of CH. This strategy is by no means as good as CH-Banquet, however. The main problem with this strategy is that you need four Coppers and a Coppersmith in your hand to buy a Province. Discard attacks and Cursers can hurt you quite a bit by lowering your handsize or cluttering your deck. Even Cutpurse can easily cost you a Province. This strategy may get you a few Provinces, but will rarely split them 4-4 in a 2-player game. Duchies may seem like a good alternative to Provinces, but even this strategy has it's drawbacks, such as:
-Cluttered deck: Buying lot's of Duchies equals lot's of green cards.
-You need to run down a third pile before your opponent buys his fifth Province.
One solution to all three of these problem is the Harem:
-Eight Harems plus eight Duchies equals 40 points. Still not enough. Probably won't work unless you end the game before your opponent buys his seventh Province. (You may be able to buy a few Provinces this way, however.)
-Harem is your third pile.
This still wouldn't work very well. However, if you went for Harems, Provinces, and Duchies (Duchies only late in the game), you would have a much better chance. Overall, the Coppersmith-Banquet is a fairly bad strategy, not nearly as good as the Counting House.
This strategy is actually better than you may think, even though you can't gain a Gardens with banquet. The basic strategy is:
Less than Copper.: Buy
Cards such as Festival, Charm, Nomad Camp, Woodcutter, or Horse Traders make a good alternative to Silver, as they all offer at least and +1 Buy. Festival and Charm, however are better than the others, because they aren't terminal.
One card that is extremely good with Gardens is the Cache. If you gain Cache with Banquet, you're getting five cards in one turn (half a VP for each Gardens you have). To truly unlock it's power, however, you need and +1 Buy. This way, you can buy two Banquets and gain two Caches and eight Coppers, which is ten cards, or one VP per Gardens you have. That's hard to beat.
- Gardens games, especially with other enablers
Antisynergies: - Games where the Copper are harmful
 English versions
|Gain 2 Coppers and a non-Victory card costing up to.||Empires||June 2016|
 Other language versions
 Secret History