|Trash up to 2 cards you have in play.|
 Official FAQ
- This only trashes cards you have in play, not cards from your hand.
- You can trash zero, one, or two cards.
- If you trash Treasures with this, this does not remove the Peasant. you got from playing those Treasures this turn. For example, with 5 Coppers in play and two Buys, you could pay for a Bonfire to trash two of the Coppers, then spend the other on a
There is no strategy article for Bonfire, but it has been discussed on the forum.
Bonfire is a strong and quick way of trashing your Coppers. Compared to other power trashers such as Steward and Remake, Bonfire trashes even quicker because you can start with it right away, without having to wait a shuffle first. Of course, Bonfire has a couple of glaring downsides; for one thing, you cannot trash Estates with them, because you cannot get them into play (the only edge case being Inheritance - in which case you probably don't want to trash them). Another downside is that buying Bonfire doesn't do anything good to your economy; in fact, because you're trashing two Coppers, it actively hurts your economy. This is why opening with two Bonfires is almost always a bad idea. If you open Bonfire (which can be very strong, mind you), you really want a power or along with it to boost your economy.
So if you decide to open Bonfire, what should you pair up with it? One good option includes a gainer, such as Ironworks or Workshop. This is especially nice if there are other good or cards you want - cheap and strong engine components such as Village or Smithy. A terminal source of money also works. Something like Monument works well; you really want to play it as much as possible, which is made possible by the exceptionally quick trashing that Bonfire provides. Another good option is Baron, since the early Copper trashing almost guarantees that your Baron finds an Estate to discard. An extra benefit of trashing with Bonfire in the opening is that the other card you buy is guaranteed to show up on turn 3 or 4.
Bonfire excels when combined with cards that like trashing Estates, but Coppers not so much. Trash for benefit cards come to mind; cards like Remodel or Apprentice like to kill Estates, but prefer not to waste time on Coppers, because they can't do quite as much with cards that cost . In this case, you can use the trash for benefit card to get rid of Estates, and use Bonfire to remove the Coppers from your deck.
Bonfire can also be useful later in the game. A cute trick with Bonfire not mentioned before includes trashing Ruins from play (it can't get rid of Curses in any way, unfortunately). It's not the best way of trashing Ruins, though, since you have to get them into play first, and you'd probably want to save the terminal space for cards that are actually useful. You can do the same with other early-game cards you want to get rid of, such as Potion after the Scrying Pools run out, or Chapel after you finish trashing.
Finally, there are a couple of tricks with cards that have an on-trash bonus. Trashing a Squire from play can get you any Attack card - maybe you really want to win the Minion split, or you would like to get a Familiar or two without ever buying a Potion. Trashing two Hunting Grounds from play can yield two Duchies or six Estates - which might cause a surprise three-pile ending!
- Gainers: Workshop, Ironworks
- Trash for benefit cards that can do something with Estates
- Cards with on-trash bonuses: Squire, Hunting Grounds
- Cursers, since Bonfire can't deal with Curses
- Power cards make the early economy sacrifice hurt more
 English versions
|Trash up to 2 cards you have in play.||Adventures 1st Edition||April 2015|
|Trash up to 2 cards you have in play.||Adventures 2nd Edition||August 2017|
 Other language versions
|French||Feu de joie|
|Japanese||焚火 (pron. takibi, lit. fire)||あなたの場のカード2枚以下を廃棄する。|
|Russian||Костёр (pron. kostyor)|
 Secret History