Counting House

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Counting House
Counting House.jpg
Info
Cost $5
Type(s) Action
Kingdom card? Yes
Set ProsperityProsperity icon.png
Illustrator(s) Matthias Catrein
Card text
Look through your discard pile, reveal any number of Coppers from it, and put them into your hand.

Counting House is an Action card from Prosperity. It allows you to pull all CoppersCopper.jpg from your discard pile and place them in your hand. It is generally considered a very weak card as it is highly dependent on how many coppers you have and how many of your cards are in your discard pile.

Contents

[edit] FAQ

[edit] Official FAQ

  • This card lets you look through your discard pile, something you normally are not allowed to do.
  • You only get to look through your discard pile when you play this.
  • You do not have to show the other players your entire discard pile, just the Coppers you take out.
  • After you take out the Coppers, you can leave your discard pile in any order.

[edit] Other Rules clarifications

[edit] Strategy Article

Original Article by axlemn, with analysis from jomini, edited by theory, originally posted on the forum


Counting House is not a great card. In fact, it’s not even a good card, when you factor in its price: because it’s $5, every Counting House buy means you’re passing up another $5, and $5 Actions are some of the best Actions in the game. It depends on a bad card (Copper) and is cripplingly awful when you draw it at the start of the reshuffle.

But here’s a bold statement: Counting House is underused.

Since it’s a 5-cost, it makes sense that Counting House is not a good buy most of the time since other 5-costs are just so good. Strategies that revolve around Counting House, however, always seem to be discounted immediately. It’s almost never used in a serious game. That seemed suboptimal.

So why do people ignore Counting House so often? Because if you use it the most obvious way — if you’re just using Counting House for the occasional very high +$ — you see it will fail in nearly every common decktype.

  • With Big Money, almost any decent, Smithy-style enabler will do better.
  • With an Engine, you’re better off trashing those coppers.
  • When you draw your deck, it does absolutely nothing.
  • If you’re trying to use it in a game while also trying to rush for Duchies, it will fail.

There are some extremely rare exceptions to these principles, which are mentioned later.

[edit] So how can we ever use Counting House?

There are essentially two ways to use Counting House. The first is a gimmick: towards the end of a game, you might find yourself nearing the reshuffle with some top-decking or deck-rigging potential. (For example: Royal SealRoyal Seal.jpg, WatchtowerWatchtower.jpg, DevelopDevelop.jpg, InnInn.jpg.) If you only have $5 to spend this turn, you can just grab the Duchy and move on, but you can also top-deck a Counting House and guarantee a big turn next turn (in exchange for possibly lousier future turns.) Similarly, Counting House can be used in gimmicky combos with Golem or ChancellorChancellor.jpg.

The second is to make it the centerpiece of your deck, like in this game.

With the 4 best enablers for Counting House, you can somewhat consistently grab 4 Colonies by turn 14-16, and often 8 by turn 19. In long games, with Worker's VillageWorker's Village.jpg or PawnPawn.jpg support, you can sometimes double-Colony to make up for early round dead turns.

Here’s a real-game example. This deck is a deck type all on its own. And like OutpostOutpost.jpg, it can be a card that can win you the game if you recognize when to use it.

[edit] Playing the House – The Enablers

You’ll either need to spend turns buying Coppers, get +buys, or gain them.

A Counting House-centric deck functions best by utilizing early-round +buys to get Coppers (or more Houses) as often as possible. The reason for this is that if you draw 2-3 +Buy cards in the first turns of a round, that is, before you draw most of your Counting Houses, you’ve increased the value of every Counting House in the rest of the round by 3-4, assuming you used your regular Buy on Copper as well. Sacrificing one turn and gaining Coppers for an entire improved round? That’s like a beefed-up TacticianTactician.jpg.

With a deck large enough to prevent you from having to reshuffle again, you can then buy a ColonyColony.jpg, or sometimes even two, for every Counting House that remains in your deck.

HamletHamlet.jpg, Worker's VillageWorker's Village.jpg, and PawnPawn.jpg are the best sources of +Buy if all you care about is getting more +Buy. You really don’t care about boosting your average money when playing the House. You care more about boosting your decksize to reduce reshuffles, and increasing the average number of buys you’ll get before drawing your Houses. And you care a lot about making double-colony turns possible.

The first few rounds you’ll want to obtain as many +Buy cards as is possible.

The problem with GardensGardens.jpg-type cards like WoodcutterWoodcutter.jpg and BridgeBridge.jpg is that they are almost all terminals. They look helpful—and they are—but not late-game. When you get them early on in a round, you can’t get more than one +buy from it. This means you will never be able to get a +buy on a Counting House turn if they are your only source of +buy, which means no double-colony.

Double-Colony not only feels good, but often it’s necessary to lock down a game. You almost need a double Colony turn at least once, or at least a Colony-Province turn, to make up for the fact that on some turns, potentially even your second-to-last turn, your buys might just be a handful of Copper.

However, while Woodcutter and the like shouldn’t be massed, they remedy the hardest part of using Counting House with something like Hamlet: reliably reaching $5. In an absolute worst case scenario, you can buy a single silver and wait, or if you’re really gutsy, you can just buy coppers and enablers for 4-5 rounds. With enough coppers and careful enough reshuffling, you’re mathematically guaranteed to hit $5 after about 6(?) such turns. Also note that because hitting $6 is completely unhelpful, any number of turns spent buying Silvers instead of an enabler should probably hurt more than help.

[edit] Other helper cards

Sifters are a good addition to Counting House decks because they allow you to move through your deck quickly. It doesn’t matter whether your Coppers are in the discard or in hand, and so you can freely discard Coppers to CellarsCellar.jpg and WarehousesWarehouse.jpg so you get to your Counting Houses. Cellar has the added benefit of allowing you to precisely time your reshuffles, and being slightly cheaper and easier to pick up on a +Buy with the Counting House. (HavensHaven.jpg accomplish something similar.)

CacheCache.jpg both adds Coppers and gives you cheap Golds so that even on non-CH turns you can hit $5 (early on this can mean more CH or Caches, late this is good for Duchies). If you can follow your deck well, you can add Cache buys to add +$2 to a CH coming up next turn.

[edit] Learning to Count

The other major problem with Counting House is figuring out how to use it. Counting House has a lot of variability, and if you aren’t careful about when you trigger your reshuffles and or don’t track the number of houses you have left in your deck, you can lose valuable turns when your coppers are high-powered by triggering reshuffles too early. (One reason why Cellar is better than Warehouse for this kind of deck.) Will playing that worker’s village for the extra copper this round will mean you’ll miss the colony next hand?

Be sure to keep track of how many 5-card hands you will end up drawing before the reshuffle.

[edit] SchemeScheme.jpg

This is the second most useful card to use with Counting House (after Copper).

SchemeScheme.jpg:

  • allows you to never have bad shuffle luck and have all of your Houses in the first turn of a round
  • reduces the number of Houses you need to buy to 2
  • is relatively inexpensive, and you don’t want Silvers anyway
  • enables the House in Province play because of how consistent the House becomes

A game versus RomaNorgy. Provinces are out by turn 14, even though neither of us were playing even near perfectly. RomaNorgy thanked me after for the new strategy (which I got from O, so here’s passing on the thanks).

[edit] Attacks

After dismissing the idea of a ‘Counting House + CoppersmithCoppersmith.jpg combo’, the second thing people notice about Counting House is that it seems like it shouldn’t be hurt much by certain attacks.

Here are games with Ambassador, Sea Hag, Sea Hag, and Mountebank respectively. If you’re careful enough, the House will be able to face off against the cards we imagine it should. It doesn’t have a 100% winrate (see game 4), but it does hold advantage.

If there’s nothing else going on or the only attack on the board is MilitiaMilitia.jpg, GoonsGoons.jpg, Sea HagSea Hag.jpg, or MountebankMountebank.jpg, Counting House might be a good choice. The House benefits from slow environments where the number of good turns matters more than the average of turns. It can pick up $4′s, since otherwise it’ll just be getting more +buy cards. Many attacks don’t hurt Counting House nearly as much as they hurt SmithySmithy.jpg-Big Money type decks. Notably, Ghost ShipGhost Ship.jpg will actually help a player going Counting House-Scheme.

When you’re playing Counting House, you are also going to have a lot of turns where you’ll have $4, and this means that you can use things like Militia and CutpurseCutpurse.jpg with essentially no drawback. They will help you hit the $5s you so desperately need, and avoid the $6 that temps you into buying golds. Unfortunately, I don’t have solid statistics, and if anyone would like to run some, I would use them to revise this discussion.

[edit] Multiplayer

Counting House is much, much better in multiplayer games. The reason is that you are giving up less.

Consider CH vs WitchWitch.jpg in 2p: you forego attacking the other guy and have a 10-0 split in the Curses. The loss of punishment for your opponent is a very high opportunity cost. CH vs Witch vs Witch means that you end up with a 9:6:5 curse split and you can spend your terminal 5 on a card that gives you a Duchy or Province most of the time you play it in the late game. The opportunity cost is now only 4 curses, not 10.

Likewise if everyone else in 4p goes for Ghost ShipGhost Ship.jpg, you can count on them all playing 3 card hands (most of which will spend an action on +2 Cards) and you can go for CH as you don’t care about hand size. Opportunity cost here is even lower. And of course, attacks that are countered by Counting House (Noble BrigandNoble Brigand.jpg, MountebankMountebank.jpg, JesterJester.jpg) means the opportunity cost of Counting House is much lower.

[edit] Summary:

Counting House is situational, but when the situation fits, it’s amazing. Looking to make it work every turn without Scheme in a 2p game isn’t very likely, but an enabled Counting House is a card well worth considering.

[edit] Synergies/Combos

[edit] Antisynergies

  • Counting house cannot make use of strong trashing like ChapelChapel.jpg or RemakeRemake.jpg like an engine can.

[edit] Versions

[edit] English versions

Print Digital Text Release Date
Counting House Counting House from Goko/Making Fun Look through your discard pile, reveal any number of Copper cards from it, and put them into your hand. Prosperity 1st Edition October 2010
Counting House Counting House from Shuffle iT Look through your discard pile, reveal any number of Coppers from it, and put them into your hand. Prosperity 2nd Edition February 2017

[edit] Other language versions

Language Name Print Digital Text
Chinese 會計部 觀看你的棄牌堆,將棄牌堆任意數量的銅幣加入手牌。
Czech Zastavárna (lit. pawnshop)
Dutch Boekhouding (lit. accounting)
Finnish Tilitoimisto (lit. accounting office)
French Bureau de comptabilité
German Leihhaus (lit. pawnshop) Schau dir deinen Ablagestapel an, decke beliebig viele Kupfer auf und nimm sie auf die Hand.
Italian Contabilità (lit. accounting)
Japanese 会計所 (pron. kaikei-sho, lit. accounting office) 捨て札置き場のカードをすべて見て、その中の好きな枚数の銅貨を公開し、手札に加える。
Polish Rachuba (lit. counting, note: archaic) Polish language Counting House
Russian Счётная Палата (pron. schotnaya palata, note: name for the Russian federal financial institution)
Spanish Casa de cuentas

[edit] Trivia

Donald X. and his playtesters nicknamed this card "Counting Horse".

Official card art.

[edit] Card Art

The art shows the victory point shield on the wall.

[edit] Secret History

My wife came up with this card. Her version got you back all of the Silvers, which was crazy. Women! The Coppers version worked out, and just left getting a good wording.

[edit] Retrospective

Counting House is narrow but a set can have a narrow card, some people love winning with narrow cards in the games where they are good enough. I just beat FTL's turn-two MountebankMountebank.jpg with it so there you go.


Cards $3 LoanLoan.jpgTrade RouteTrade Route.jpgWatchtowerWatchtower.jpg $4 BishopBishop.jpgMonumentMonument.jpgQuarryQuarry.jpgTalismanTalisman.jpgWorker's VillageWorker's Village.jpg $5 CityCity.jpgContrabandContraband.jpgCounting HouseCounting House.jpgMintMint.jpgMountebankMountebank.jpgRabbleRabble.jpgRoyal SealRoyal Seal.jpgVaultVault.jpgVentureVenture.jpg $6 GoonsGoons.jpgHoardHoard.jpg $6star Grand MarketGrand Market.jpg $7 BankBank.jpgExpandExpand.jpgForgeForge.jpgKing's CourtKing's Court.jpg $8star PeddlerPeddler.jpg $9 PlatinumPlatinum.jpg $11 ColonyColony.jpg
Combos and Counters Bishop/FortressCounting House/GolemCounting House/Travelling FairGolden deckGoons/WatchtowerKing's Court/BridgeMint/Fool's GoldVault/Grand MarketWarehouse/Counting HouseWorker's Village/PeddlerBishop vs GardensLibrary vs BishopSwamp Hag vs GoonsVault vs Ambassador
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Removed cards: $3 ChancellorChancellor.jpgWoodcutterWoodcutter.jpg $4 FeastFeast.jpgSpySpy.jpgThiefThief.jpg $6 AdventurerAdventurer.jpg
Intrigue $2 CourtyardCourtyard.jpgLurkerLurker.jpgPawnPawn.jpg $3 MasqueradeMasquerade.jpgShanty TownShanty Town.jpgStewardSteward.jpgSwindlerSwindler.jpgWishing WellWishing Well.jpg $4 BaronBaron.jpgBridgeBridge.jpgConspiratorConspirator.jpgDiplomatDiplomat.jpgIronworksIronworks.jpgMillMill.jpgMining VillageMining Village.jpgSecret PassageSecret Passage.jpg $5 CourtierCourtier.jpgDukeDuke.jpgMinionMinion.jpgPatrolPatrol.jpgReplaceReplace.jpgTorturerTorturer.jpgTrading PostTrading Post.jpgUpgradeUpgrade.jpg $6 HaremHarem.jpgNoblesNobles.jpg
Removed cards: $2 Secret ChamberSecret Chamber.jpg $3 Great HallGreat Hall.jpg $4 CoppersmithCoppersmith.jpgScoutScout.jpg $5 SaboteurSaboteur.jpgTributeTribute.jpg
Seaside $2 EmbargoEmbargo.jpgHavenHaven.jpgLighthouseLighthouse.jpgNative VillageNative Village.jpgPearl DiverPearl Diver.jpg $3 AmbassadorAmbassador.jpgFishing VillageFishing Village.jpgLookoutLookout.jpgSmugglersSmugglers.jpgWarehouseWarehouse.jpg $4 CaravanCaravan.jpgCutpurseCutpurse.jpgIslandIsland.jpgNavigatorNavigator.jpgPirate ShipPirate Ship.jpgSalvagerSalvager.jpgSea HagSea Hag.jpgTreasure MapTreasure Map.jpg $5 BazaarBazaar.jpgExplorerExplorer.jpgGhost ShipGhost Ship.jpgMerchant ShipMerchant Ship.jpgOutpostOutpost.jpgTacticianTactician.jpgTreasuryTreasury.jpgWharfWharf.jpg
Alchemy P TransmuteTransmute.jpgVineyardVineyard.jpg $2 HerbalistHerbalist.jpg $2P ApothecaryApothecary.jpgScrying PoolScrying Pool.jpgUniversityUniversity.jpg $3P AlchemistAlchemist.jpgFamiliarFamiliar.jpgPhilosopher's StonePhilosopher's Stone.jpg $4 PotionPotion.jpg $4P GolemGolem.jpg $5 ApprenticeApprentice.jpg $6P PossessionPossession.jpg
Prosperity $3 LoanLoan.jpgTrade RouteTrade Route.jpgWatchtowerWatchtower.jpg $4 BishopBishop.jpgMonumentMonument.jpgQuarryQuarry.jpgTalismanTalisman.jpgWorker's VillageWorker's Village.jpg $5 CityCity.jpgContrabandContraband.jpgCounting HouseCounting House.jpgMintMint.jpgMountebankMountebank.jpgRabbleRabble.jpgRoyal SealRoyal Seal.jpgVaultVault.jpgVentureVenture.jpg $6 GoonsGoons.jpgHoardHoard.jpg $6star Grand MarketGrand Market.jpg $7 BankBank.jpgExpandExpand.jpgForgeForge.jpgKing's CourtKing's Court.jpg $8star PeddlerPeddler.jpg $9 PlatinumPlatinum.jpg $11 ColonyColony.jpg
Cornucopia $2 HamletHamlet.jpg $3 Fortune TellerFortune Teller.jpgMenagerieMenagerie.jpg $4 Farming VillageFarming Village.jpgHorse TradersHorse Traders.jpgRemakeRemake.jpgTournamentTournament.jpg (Prizes: Bag of GoldBag of Gold.jpgDiademDiadem.jpgFollowersFollowers.jpgPrincessPrincess.jpgTrusty SteedTrusty Steed.jpg) • Young WitchYoung Witch.jpg $5 HarvestHarvest.jpgHorn of PlentyHorn of Plenty.jpgHunting PartyHunting Party.jpgJesterJester.jpg $6 FairgroundsFairgrounds.jpg
Hinterlands $2 CrossroadsCrossroads.jpgDuchessDuchess.jpgFool's GoldFool's Gold.jpg $3 DevelopDevelop.jpgOasisOasis.jpgOracleOracle.jpgSchemeScheme.jpgTunnelTunnel.jpg $4 Jack of All TradesJack of All Trades.jpgNoble BrigandNoble Brigand.jpgNomad CampNomad Camp.jpgSilk RoadSilk Road.jpgSpice MerchantSpice Merchant.jpgTraderTrader.jpg $5 CacheCache.jpgCartographerCartographer.jpgEmbassyEmbassy.jpgHagglerHaggler.jpgHighwayHighway.jpgIll-Gotten GainsIll-Gotten Gains.jpgInnInn.jpgMandarinMandarin.jpgMargraveMargrave.jpgStablesStables.jpg $6 Border VillageBorder Village.jpgFarmlandFarmland.jpg
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Guilds $2 Candlestick MakerCandlestick Maker.jpg $2plus StonemasonStonemason.jpg $3plus DoctorDoctor.jpgMasterpieceMasterpiece.jpg $4 AdvisorAdvisor.jpgPlazaPlaza.jpgTaxmanTaxman.jpg $4plus HeraldHerald.jpg $5 BakerBaker.jpgButcherButcher.jpgJourneymanJourneyman.jpgMerchant GuildMerchant Guild.jpgSoothsayerSoothsayer.jpg
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