|Type(s)||Action - Reaction|
Gain 3 Coppers to your hand.|
When another player plays an Attack card, you may first discard this to gain 2 Silvers, putting one onto your deck.
Beggar is an Action-Reaction card from Dark Ages. When played as an Action, it gains three Coppers, putting them in your hand, so you get an effective + this turn at the cost of gaining three Coppers, which is usually a penalty. When revealed and discarded as a reaction, it gains you two Silvers, putting one on top of your deck - an effective defense against trashing attacks, since they'll hit your new Silver, and a defense against some discard attacks which only force you to discard down to 4.
- When you play this, you gain three Coppers, putting them into your hand.
- If there are not three Coppers left, just gain as many as you can.
- When another player plays an Attack card, you may discard this from your hand.
- If you do, you gain two Silvers, putting one on your deck and the other into your discard pile.
- If there is only one Silver left, put it on your deck; if there are no Silvers left, you do not gain any.
Other Rules clarifications
Beggar is the new Copper hipster. When we were all introduced to Dominion, we thought Coppers were cool. Who would want to trash them? Hipster Chapel, I guess. But, as time went by, we all realized that trashing Coppers was fun, and the hipsters started saying they liked Chapel before it was cool. Now the hipsters are back into Copper, and Beggar is their new retro king.
Before considering how to use it, let's take a look at what Beggar does. The action part is pretty simple, right? Gain 3 Coppers into your hand. But, it's more subtle than that. Beggar can be seen as a terminal Gold that comes with the drawback of three more Coppers in your deck. The reaction part of Beggar gains you two Silvers, one on top of your deck. This is also more subtle than it looks, and depends on what Attack card it is reacting to, as we will discuss in a bit.
As an Action
So, when would you want to use Beggar? Didn't we all learn long ago that Coppers are bad? Well, yes, they are bad in many engines. But, as most things in Dominion, it isn't as simple as that and it depends on the kingdom. Even in a thin engine, there may be a time and place for Beggar.
The thing to realize about Beggar is thaton a terminal Action is really good, especially on a card. With a terminal Gold, it is easy to hit , , and even on early hands, making it easier to get those important high-cost cards. The only downside is that you now have Copper clogging your deck. So, if you can play it in situations when you don't mind the extra Copper, it can be fantastic.
Another general use for Beggar is as a late-game buy to keep your money going strong as you start to green. If you can pick up a Beggar with an extra buy when you expect to see it only once or twice more until the end of the game, it can be used as a terminal Gold without worrying about the Coppers hurting your deck too much. In non-trimmed decks, this can make all the difference in hitting Duchy.more often than your opponent, and in thinned engine decks, it can boost you to for the all-important double Province or for Province +
Early Beggars aren't good in straight Big Money or BM+draw decks - they conflict with drawing terminals, and aren't good enough on their own since the Coppers slow things down a bit too much. They also aren't good early in engines, where they put too many Coppers between important engine parts. As mentioned above, Beggar can be worthwhile later in both of these types of decks as a boost to large payoffs. In Curse or Ruins slogs where you aren't as worried about a few extra Coppers, Beggar can be more effective early, since it can help buy important Attack cards and Provinces and Duchies later. Additionally, Beggar's reaction provides a benefit when hit by the Attack cards that are slowing down the game.
One situation when extra Coppers don't hurt much is if you aiming for alternative Victory cards. Gardens are a natural fit, since playing Beggar allows you to gain 4 cards on a turn and all but guarantees enough money for a Gardens (see below for more detailed analysis). Beggar works decently well with other alt-VPs, namely Silk Road and Duke, and possibly Feodum if your opponents are going heavy on the Attacks. These strategies require a heavy density of Beggars, which is probably easiest to achieve if there is a source of cheap +Buy, especially if it is non-terminal such as Hamlet, Worker's Village, Forager, or Market Square. In these games you will want to load up on 4 or 5 Beggars, and then start hitting the Victory cards. Note that in games without cheap +Buy, these strategies will more likely end up being slogs than rushes.
Specific Card Combos
Some Action cards don't mind having a pile of Coppers around. Apothecary might be the strongest combo here, where Beggar can be the terminal after an Apothecary chain. The Apothecaries will just sweep up those extra Coppers to easily get to Province or Colony range. Non-terminal +Buy would definitely help here, both for Apothecary+ buys as well as Province+ buys.
Similarly, Counting House can be a good partner in an otherwise mediocre kingdom - you can easily get more than enough Coppers in your deck to get Colonies. Also, since Beggar is a terminal Gold, it is easy to hit early to get the Counting Houses. This should come with the usual caveat that Counting House is not a good card, and should only be attempted if no strong strategies are present.
Bank can also be one of Beggar's best friends (which is sort of ironic when you think about it). Bank has several properties that make it work well with Beggar. It is a Treasure, so you can play Beggar and Bank on the same turn without any Villages (unlike Counting House and Coppersmith). Beggars can help hit the high cost early in the game. Plus, each time you play a Beggar and a Bank in the same hand, you are already guaranteed , which means you just need a Copper more to hit Province.
Gardens may be Beggar's most powerful combo. Unlike just about any other board, it may be optimal to buy a straight Victory card on turn 1 or 2 with the opening Gardens/Beggar. This allows you to get a jump on the Gardens pile to almost guarantee an even split of the Gardens, if not a split in your favor. According to simulations performed by DStu, just buying Gardens / (Estate when Gardens are low) / Beggar / Copper wins against a basic Workshop / Gardens bot 80% of the time. When your opponent is not rushing the Gardens, you should buy Duchies once the Gardens are gone to help 3-pile and get more VP. This wins against a DoubleJack bot 75% of the time.
Even though Coppersmith + Beggar intuitively seems like it would work well, I think most of the time it will end up being more of a nombo than a combo. Coppersmith likes Coppers, but more of the time it prefers you just draw your starting Coppers on the same turn you play Coppersmith, not that you actually gain extra Coppers. Playing Village then Beggar then Coppersmith is doable, though unlikely. And once you have played Beggar a few times, the extra Coppers make it difficult to line up your Village + draw + Coppersmith for the big hands. If you are playing Beggar a lot, you may be able to expect at least 3 Coppers in hand with your Coppersmith, though you will be unlikely to hit the necessary 4 for a Province.
A few other cards may combo decently depending on the board. Stables will enjoy guaranteed Coppers to discard, though the Copper flood will limit the ability to build an engine. Philosopher's Stone, like Gardens, likes a thick deck and may be a decent option, especially with other Potion-cost cards present. If you have a Trader in hand, you can Beggar for 3 Silvers, albiet ones that go to your discard pile instead of your hand. Counterfeit, Moneylender, and Spice Merchant can all trash Coppers for benefit, though in most cases it won't be enough of a benefit to make it worth gaining Coppers just to trash them. Forager can work due to it being non-terminal; if you can get an engine that draws three Foragers with your Beggar with at least one extra action, you can use Beggar to gain the Coppers and then the Foragers to immediately trash them for , which keeps them from clogging up your engine. Counterfeit can also immediately trash one Copper each for . While it would be more difficult to get 3 Counterfeits in hand due to its higher cost, having at least one with the Beggar would help mitigate the damage to your deck.
As mentioned earlier, Beggar can boost you into the expensive card zone early on, with Bank being the star of the show. Additionally, depending on the Kingdom, expensive cards like Goons, Hunting Grounds, Forge, and Altar may be worth the sacrifice of having 3 extra Coppers to buy them early. On the other hand, cards like Grand Market, King's Court, Border Village, and Expand conflict with having lots of Coppers around, making an early Beggar not worthwhile to get to them. If you need to hit on your first reshuffle for some important card (Witch and Mountebank come to mind), Beggar all but guarantees their purchase while giving some defense if your opponent is also grabbing attacks.
As a Reaction
You rarely want to buy Beggar solely for its reaction. But, if you were thinking about it anyway for its Action, you may be swayed further by its reactionary ability. Beggar is often happy to be hit by an Attack card. Gaining 2 Silvers is very good, unless you're going for a Treasureless deck, in which case why would you buy Beggar in the first place? Unlike Moat, and somewhat like Horse Traders, Beggar's reaction acts differently depending on what attack triggers it, making it a better defense against some Attacks than others.
Junkers: Beggar's reaction is probably weakest against Cursers and Looters. You still get the Silvers, but no other advantage. On the other hand, Beggar's action can be good in Curse and Ruins slogs, so Beggar may still be worthwhile in these games. Beggar pairs well with Ambassador, both for its action and reaction abilities.
Discard attacks: Beggar is very good against many discard attacks. Against a vanilla discard attack like Militia, Beggar allows you to discard it to gain 2 Silvers, while reducing your hand size so that you have to discard one fewer card. This works great against Militia, Goons, Ghost Ship, and Urchin/Mercenary, and decently against Margrave. Beggar is an excellent counter to Pillage, since it removes itself from your hand, giving you 4 cards which makes you immune to Pillage. Similarly, Beggar allows you to dodge Minions if you wish, or you can choose not to reveal it if you don't like your hand. Beggar is bad against the targeted discards of Cutpurse and Bureaucrat, which don't care about handsize.
Deck Inspection Attacks: Though cards like Spy and Scrying Pool will usually discard the topdecked Silver, they are often played frequently and therefore you can expect them to be played when you have Beggar in hand. Beggar is not as good against Rabble, Fortune Teller, or Oracle, which will discard the topdecked Silver. It is pretty decent against Jester, which prefers to hit your really good cards or your really bad cards; Silver is in the middle ground which gives your opponent the least advantage.
Trashing attacks: Beggar somewhat protects against Thief and Noble Brigand, since you'll likely gain a Silver while giving your opponent a Silver. It is excellent against Saboteur, Rogue, and Knights, since the topdecked Silver protects your better cards. It is also great against Swindler, where you will gain a Silver and another card. The one card you'll almost never want to reveal Beggar to is Pirate Ship - you will guarantee they'll hit Treasure.
- Alt-VP, especially Gardens
- Counting House
- Monastery lets you easily trash the Coppers you just gained.
- Guildhall (gains 3 Coppers and 3 Coffers)
- Citadel (gains 6 Coppers)
- Hitting high price points early (Bank, Goons, Hunting Grounds, Forge, Altar)
- Buying late with an extra buy
- Discarding attacks and some trashing attacks
- Strong trashing
- Buying early in engines or Big Money
- Grand Market, King's Court, Border Village, Expand
- Pirate Ship
- Venture and Adventurer
- Poor House
| Gain 3 Coppers, putting them into your hand.
When another player plays an Attack card, you may discard this. If you do, gain two Silvers, putting one on top of your deck.
|Dark Ages 1st Edition||August 2012|
| Gain 3 Coppers to your hand.
When another player plays an Attack card, you may first discard this to gain 2 Silvers, putting one onto your deck.
|Dark Ages 2nd Edition||September 2017|
Other language versions
Secret History, and it wasn't good enough, but it seemed like a reaction might prop it up sufficiently. Then it got "+ " for good measure. And well the card was fine, if not exciting. Then I decided to change