Reveal your hand. – per Treasure card in your hand.
(You can't go below .)
- First you get + .
- Then you reveal your hand, and lose Treasure card in it. per
- You can lose more than this way, but cannot go below .
Poor House is an often weak terminal payload stop card that can be strong in very specific setups. Its best case requires you to play it from a hand devoid or mostly devoid of Treasure cards. Even if this is achievable, you need extra terminal space and draw to play multiple copies and fully benefit. In Kingdoms with a village and very strong trashing (such as Donate or Chapel) that enables you to remove all the Treasures from your deck, Poor House can be a viable payload option. With less powerful thinning options that are either slower (e.g. Priest) or likely to miss some Treasures (e.g. Sentry), Poor House is likely to function similarly to an unreliable terminal silver. In some cases you may be able to discard the Treasures that might interfere with Poor House, for example with Hamlet which also provides extra terminal space and +Buy to afford more Poor Houses. When Poor House is viable, its extremely low cost can make it a very effective way of ramping your deck’s payload. But it is useless in the opening in almost all cases because your starting deck is primarily composed of Coppers, and is usually best added after you have prepared for it and achieved deck control.
Poor House has a few strong synergies.
- Effects that allow you to play your Treasures before Poor House allow you to sidestep Poor House’s drawback in a similar manner as discard effects. Black Market lets you play Treasure in the Action phase to remove them from your hand, while Villa works similarly because you can play all your Treasures in the Buy phase, buy it, then return to the Action phase to play Poor House from a hand without Treasures. Capitalism also allows you to play Poor House in your Buy phase after other Treasures, while also removing the need for village support. It is important to note, however, that you lose some buying power when multiple Poor Houses collide because they count as Treasures for each other’s effects.
- Poor House synergizes exceptionally well with Way of the Chameleon because this lets you draw four cards rather than gain and you lose no unless you have gained some from other sources, effectively acting as very cheap, very strong terminal draw. This is the main exception where opening with Poor House may be a good plan–the primary concern in this case is whether opening with a super-Smithy is a good idea.
- With Throne Room variants such as King's Court, Poor House payload in a Treasure-less deck can often outpace other payload options, while also relying on the Throne Room variant for increased terminal space.
- As a cheap Action card, Poor House may be a good way to access Way of the Horse.
Poor House is the only Kingdom card costing cost reduction), which has some consequences when using trash for benefit effects that gain another card costing exactly more such as Remake. If you use such an effect to trash Copper you are forced to gain a Poor House which prevents you from thinning and make such cards practically unusable.(without
Reveal your hand. – per Treasure card in your hand, to a minimum of .
|Dark Ages||August 2012|
Reveal your hand. – per Treasure card in your hand. (You can't go below .)
|Dark Ages (2017 printing)||September 2017|
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