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{{Infobox Card
{{Infobox Card
  |name = Counting House
  |name = Counting House
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'''Counting House''' is an [[Action]] card from [[Prosperity]]. It allows you to pull all {{Card|Copper|Coppers}} 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.  
'''Counting House''' is an [[Action]] card from [[Prosperity]]. It allows you to pull all {{Card|Copper|Coppers}} 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.  
It was removed from the second edition of Prosperity and replaced with {{Card|Magnate}} which generally synergizes with having many [[Treasure]]s, not just {{Card|Copper|Coppers}}.
== FAQ ==
== FAQ ==
=== Official FAQ ===
=== Official FAQ ===
Line 15: Line 15:
* You do not have to show the other players your entire discard pile, just the Coppers you take out.  
* 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.
* After you take out the Coppers, you can leave your discard pile in any order.
=== Other Rules clarifications ===
== Strategy ==
== Strategy Article ==
Before it was removed, Counting House featured in a few [[combo]]s, but otherwise was very rarely playable. The core problem with Counting House is that it can only make a large impact in decks that have many Coppers, but these decks tend to be weak and unreliable. It also has a large [[opportunity cost]] since it is [[terminal]] and costs {{Cost|5}}, and it does nothing when your discard pile is empty, either at the top of a shuffle or after you’ve drawn your deck.
''[http://dominionstrategy.com/2012/09/17/prosperity-counting-house/ Original Article] by axlemn, with analysis from jomini, edited by theory, originally posted on the [http://forum.dominionstrategy.com/index.php?topic=2727.0 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 {{Cost|5}}, every Counting House buy means you’re passing up another {{Cost|5}}, and {{Cost|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 +{{Cost|}} — 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.
 
=== 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: {{Card|Royal Seal}}, {{Card|Watchtower}}, {{Card|Develop}}, {{Card|Inn}}.)  If you only have {{Cost|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 [[Combo: Counting House and Golem | Golem]] or {{Card|Chancellor}}.
 
The second is to make it the centerpiece of your deck, like in [http://dominion.isotropic.org/gamelog/201205/19/game-20120519-074816-fc6e07f4.html 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 {{Card|Worker's Village}} or {{Card|Pawn}} support, you can sometimes double-Colony to make up for early round dead turns.
 
[http://dominion.isotropic.org/gamelog/201205/29/game-20120529-101631-cef8810b.html Here’s] a real-game example.  This deck is a deck type all on its own.  And like {{Card|Outpost}}, it can be a card that can win you the game if you recognize when to use it.
 
=== 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 {{Card|Tactician}}.
 
With a deck large enough to prevent you from having to reshuffle again, you can then buy a {{Card|Colony}}, or sometimes even two, for every Counting House that remains in your deck.
 
{{Card|Hamlet}}, {{Card|Worker's Village}}, and {{Card|Pawn}} 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 {{Card|Gardens}}-type cards like {{Card|Woodcutter}} and {{Card|Bridge}} 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 {{Cost|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 {{Cost|5}} after about 6(?) such turns.  Also note that because hitting {{Cost|6}} is completely unhelpful, any number of turns spent buying Silvers instead of an enabler should probably hurt more than help.
 
=== 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 {{Card|Cellar|Cellars}} and {{Card|Warehouse|Warehouses}} 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.  ({{Card|Haven|Havens}} accomplish something similar.)
 
{{Card|Cache}} both adds Coppers and gives you cheap Golds so that even on non-CH turns you can hit {{Cost|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 +{{Cost|2}} to a CH coming up next turn.
 
=== 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.
 
=== {{Card|Scheme}} ===
 
This is the second most useful card to use with Counting House (after Copper).
 
{{Card|Scheme}}:
 
* 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


[http://dominion.isotropic.org/gamelog/201205/18/game-20120518-235237-ff28bef3.html 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).
Counting House’s primary use case is in the [[Combo:_Counting_House_and_Travelling_Fair|Counting House/Travelling Fair]] and (to a lesser extent) [https://dominionstrategy.com/2018/09/06/counting-house-night-watchman/ Counting House/Night Watchman] combo decks. These combos use effects that can reliably ensure a Counting House is in hand and {{Card|Copper|Coppers}} are in the discard pile every turn, and the Travelling Fair combo in particular is extremely powerful.


=== Attacks ===
Other use cases are very rare:
# It can be utilized as a [[draw]] card in an [[engine]] with many [[sifting|sifters]] or discard-for-benefit cards (e.g. {{Card|Artificer}}) that can put {{Card|Copper}} into the discard pile, leaving the {{Card|Copper|Coppers}} to be drawn by Counting House.
# It can be gained to hand or to the top of deck tactically in the late game if you know there are {{Card|Copper|Coppers}} in the discard pile that will enable you to buy out the last {{Card|Province|Provinces}}.
# It can be used in the late game of a {{Card|Copper}}-junking [[slog]] featuring cards such as the [[removed]] {{Card|Mountebank}}.
# It can occasionally be used in weak [[Kingdom]]s featuring {{Event|Banquet}} or other effects that gain {{Card|Copper|Coppers}}.


After dismissing the idea of a ‘Counting House + {{Card|Coppersmith}} combo’, the second thing people notice about Counting House is that it seems like it shouldn’t be hurt much by certain attacks.
===External strategy articles===
''Note: Article(s) below are by individual authors and may not represent the community's current views on cards, but may provide more in-depth information or give historical perspective. Caveat emptor.''
* [http://dominionstrategy.com/2012/09/17/prosperity-counting-house/ axlemn's 2012 article]


Here are games with [http://dominion.isotropic.org/gamelog/201205/18/game-20120518-191154-73b4b0fd.html Ambassador], [http://dominion.isotropic.org/gamelog/201205/19/game-20120519-081553-b4ff8016.html Sea Hag], [http://dominion.isotropic.org/gamelog/201205/19/game-20120519-105915-881e827a.html Sea Hag], and [http://dominion.isotropic.org/gamelog/201205/29/game-20120529-101631-cef8810b.html 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 {{Card|Militia}}, {{Card|Goons}}, {{Card|Sea Hag}}, or {{Card|Mountebank}}, 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 {{Cost|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 {{Card|Smithy}}-[[Big Money]] type decks.  Notably, {{Card|Ghost Ship}} 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 {{Cost|4}}, and this means that you can use things like Militia and {{Card|Cutpurse}} with essentially no drawback.  They will help you hit the {{Cost|5}}s you so desperately need, and avoid the {{Cost|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.
=== Multiplayer ===
Counting House is much, much better in multiplayer games.  The reason is that you are giving up less.
Consider CH vs {{Card|Witch}} 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 {{Card|Ghost Ship}}, 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 ({{Card|Noble Brigand}}, {{Card|Mountebank}}, {{Card|Jester}}) means the opportunity cost of Counting House is much lower.
=== 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.
=== Synergies/Combos ===
* Counting House counters many attacks, especially {{Card|Mountebank}}, {{Card|Noble Brigand}}, and {{Card|Jester}}
* Works with sifters like {{Card|Sage}}, {{Card|Warehouse}}, {{Card|Cellar}}, and {{Card|Wandering Minstrel}}
* Works with cheap nonterminal +Buy like {{Card|Hamlet}}, {{Card|Pawn}} and {{Card|Candlestick Maker}}
* {{Card|Beggar}} lets you get to {{Cost|5}} easily and provides lots of Coppers.
* [[Combo: Counting House and Golem]]
* [[Combo: Counting House and Travelling Fair]]
* {{Event|Banquet}}
=== Antisynergies ===
* Counting house cannot make use of strong trashing like {{Card|Chapel}} or {{Card|Remake}} like an engine can.
== Versions ==
== Versions ==
===English versions===
===English versions===
Line 124: Line 35:
! Print !! Digital !! Text !! Release !! Date  
! Print !! Digital !! Text !! Release !! Date  
|-
|-
| {{CardVersionImage|Counting HouseOld|Counting House}} || {{CardVersionImage|Counting HouseDigitalOld|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
| {{CardLangVersionImage|o=1}} || {{CardLangVersionImage|d=1|o=1||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 || October 2010
|-
|-
| {{CardVersionImage|Counting House|Counting House}} || {{CardVersionImage|Counting HouseDigital|Counting House from Shuffle iT}} || Look through your discard pile, reveal any number of Coppers from it, and put them into your hand. || Prosperity [[Second Edition|2nd Edition]] || February 2017
| {{CardLangVersionImage}} || {{CardLangVersionImage|d=1}} || Look through your discard pile, reveal any number of Coppers from it, and put them into your hand. || Prosperity [[Second Edition#Formatting_changes|(2016 printing)]] || February 2017
|}
|}


===Other language versions===
===Other language versions===
{| class="wikitable" style="text-align:center;"
{| class="wikitable" style="text-align:center;"
! Language !! Name !! Print !! Digital !! Text  
! Language !! Name !! Print !! Digital !! Text !! Notes
|-  
|-  
!Chinese  
!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。
| 會計部 || || || style="padding:15px 0px;"| 觀看你的棄牌堆,將棄牌堆任意數量的銅幣加入手牌。||
|-
|-
!Czech  
!Czech  
| Zastavárna (lit. ''pawnshop'') || || ||  
| Zastavárna (lit. ''pawnshop'') || || || ||  
|-
|-
!Dutch  
!Dutch  
| Boekhouding (lit. ''accounting'') || || ||  
| Boekhouding (lit. ''accounting'') || {{CardLangVersionImage|Dutch}} || || Bekijk je aflegstapel, toon daaruit zoveel koperkaarten als je wilt en neem deze in je hand. ||  
|-
|-
!Finnish  
!Finnish  
| Tilitoimisto (lit. ''accounting office'') || || ||  
| Tilitoimisto (lit. ''accounting office'') || || || ||  
|-
|-
!French  
!French  
| Bureau de comptabilité || || ||  
| Bureau de comptabilité || || || ||  
|-
|-
!German  
!German  
| Leihhaus (lit. ''pawnshop'') || [[File:counting.house.german.jpg|100px]] || || Schau dir deinen Ablagestapel an, decke beliebig viele Kupfer auf und nimm sie auf die Hand.
| Leihhaus<br>(lit. ''pawnshop'') || [[File:counting.house.german.jpg|100px|German language Counting House 2010 by HiG]] || {{CardVersionImage|Counting HouseGerman2021Digital|German language Counting House 2021 from Shuffle iT}} || Sieh deinen Ablagestapel durch, decke beliebig viele Kupfer daraus auf und nimm sie auf deine Hand. || (Nachdruck 2021)
|-
|-
!Italian  
!Italian  
| Contabilità (lit. ''accounting'') || || ||  
| Contabilità (lit. ''accounting'') || || || ||  
|-
|-
!Japanese  
!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。
| 会計所<br>(pron. ''kaikei-sho'', lit. ''accounting office'') || || || style="padding:15px 0px;"| 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  
!Polish  
| Rachuba (lit. ''counting'', note: archaic) || {{CardLangVersionImage|Polish}} || ||  
| Rachuba<br>(lit. ''counting'', note: archaic) || {{CardLangVersionImage|Polish}} || || Przejrzyj swój stos kart odrzuconych i odkryj z niego dowolną liczbę Miedziaków. Następnie weź je na rękę. || (2016)
|-
|-
!Russian  
!Russian  
| Счётная Палата (pron. ''schotnaya palata'', note: name for the Russian federal financial institution) || || ||  
| Счётная Палата<br> (pron. ''schotnaya palata'', note: name for the Russian federal financial institution) || || || ||  
|-
|-
!Spanish  
!Spanish  
| Casa de cuentas || || ||  
| Casa de cuentas || || || ||  
|}
|}


== Trivia ==
== Trivia ==
Donald X. and his playtesters nicknamed this card "Counting Horse".
Donald X. and his playtesters nicknamed this card "Counting Horse".
The name is a reference to the nursery rhyme, Sing a Song of Sixpence.
[[Image:Counting_HouseArt.jpg|thumb|right|354px|Official card art.]]
[[Image:Counting_HouseArt.jpg|thumb|right|354px|Official card art.]]
=== Card Art ===
=== Card Art ===
{{Quote
{{Quote
|Text=The art shows the victory point shield on the wall.
|Text=The art shows the {{VP}} shield on the wall.
|Name=[[Donald X. Vaccarino]]
|Name=[[Donald X. Vaccarino]]
|Source=[http://forum.dominionstrategy.com/index.php?topic=5130.msg128558#msg128558 'Art Trivia']
|Source=[http://forum.dominionstrategy.com/index.php?topic=5130.msg128558#msg128558 'Art Trivia']
Line 178: Line 91:
=== Secret History ===
=== Secret History ===
{{Quote
{{Quote
|Text=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.
|Text={{Card|Dame Josephine|My wife}} came up with this card. Her version got you back all of the {{Card|Silver}}, which was crazy. Women! The {{Card|Copper|Coppers}} version worked out, and just left getting a good wording.
|Name=[[Donald X. Vaccarino]]
|Name=[[Donald X. Vaccarino]]
|Source=[http://forum.dominionstrategy.com/index.php?topic=5230.0 The Other Secret History of the Prosperity Cards]
|Source=[http://forum.dominionstrategy.com/index.php?topic=5230.0 The Other Secret History of the Prosperity Cards]
Line 188: Line 101:
|Source=[http://forum.dominionstrategy.com/index.php?topic=3179.msg56362#msg56362 What Donald X. Might Do With a Dominion Time Machine]
|Source=[http://forum.dominionstrategy.com/index.php?topic=3179.msg56362#msg56362 What Donald X. Might Do With a Dominion Time Machine]
}}
}}
 
=== Second edition removal ===
{{Quote|
|Text= It used to be I felt like I could make an occasional intentionally weak card, that could be fun to win with in the rare games where it was useful. I later realized that I would make those cards without trying, and so shouldn't try to make them. These days my rugs try to be perfect. Counting House was very weak, except for a few combos that made it powerful.
|Name=[[Donald X. Vaccarino]]
|Source=[https://forum.dominionstrategy.com/index.php?topic=21253.msg892115#msg892115 Prosperity 2E Preview 1]
}}
{{Navbox Prosperity}}
{{Navbox Prosperity}}
{{Navbox Cards}}
{{Navbox Cards}}
[[category:terminals]]
[[category:likes slogs]]

Latest revision as of 04:26, 5 September 2024

Counting House
Info
Cost $5
Type(s) Action
Kingdom card? Yes
Set Prosperity
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 Coppers 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.

It was removed from the second edition of Prosperity and replaced with Magnate which generally synergizes with having many Treasures, not just Coppers.

FAQ

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.

Strategy

Before it was removed, Counting House featured in a few combos, but otherwise was very rarely playable. The core problem with Counting House is that it can only make a large impact in decks that have many Coppers, but these decks tend to be weak and unreliable. It also has a large opportunity cost since it is terminal and costs $5, and it does nothing when your discard pile is empty, either at the top of a shuffle or after you’ve drawn your deck.

Counting House’s primary use case is in the Counting House/Travelling Fair and (to a lesser extent) Counting House/Night Watchman combo decks. These combos use effects that can reliably ensure a Counting House is in hand and Coppers are in the discard pile every turn, and the Travelling Fair combo in particular is extremely powerful.

Other use cases are very rare:

  1. It can be utilized as a draw card in an engine with many sifters or discard-for-benefit cards (e.g. Artificer) that can put Copper into the discard pile, leaving the Coppers to be drawn by Counting House.
  2. It can be gained to hand or to the top of deck tactically in the late game if you know there are Coppers in the discard pile that will enable you to buy out the last Provinces.
  3. It can be used in the late game of a Copper-junking slog featuring cards such as the removed Mountebank.
  4. It can occasionally be used in weak Kingdoms featuring Banquet or other effects that gain Coppers.

External strategy articles

Note: Article(s) below are by individual authors and may not represent the community's current views on cards, but may provide more in-depth information or give historical perspective. Caveat emptor.

Versions

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 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 (2016 printing) February 2017

Other language versions

Language Name Print Digital Text Notes
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) Dutch language Counting House Bekijk je aflegstapel, toon daaruit zoveel koperkaarten als je wilt en neem deze in je hand.
Finnish Tilitoimisto (lit. accounting office)
French Bureau de comptabilité
German Leihhaus
(lit. pawnshop)
German language Counting House 2010 by HiG German language Counting House 2021 from Shuffle iT Sieh deinen Ablagestapel durch, decke beliebig viele Kupfer daraus auf und nimm sie auf deine Hand. (Nachdruck 2021)
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 Przejrzyj swój stos kart odrzuconych i odkryj z niego dowolną liczbę Miedziaków. Następnie weź je na rękę. (2016)
Russian Счётная Палата
(pron. schotnaya palata, note: name for the Russian federal financial institution)
Spanish Casa de cuentas

Trivia

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

The name is a reference to the nursery rhyme, Sing a Song of Sixpence.

Official card art.

Card Art

The art shows the VP shield on the wall.

Secret History

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

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 Mountebank with it so there you go.

Second edition removal

It used to be I felt like I could make an occasional intentionally weak card, that could be fun to win with in the rare games where it was useful. I later realized that I would make those cards without trying, and so shouldn't try to make them. These days my rugs try to be perfect. Counting House was very weak, except for a few combos that made it powerful.


Cards $3 AnvilWatchtower $4 BishopClerkInvestmentTiaraMonumentQuarryWorker's Village $5 CharlatanCityCollectionCrystal BallMagnateMintRabbleVaultWar Chest $6 Hoard $6* Grand Market $7 BankExpandForgeKing's Court $8star Peddler $9 Platinum $11 Colony
Removed cards $3 LoanTrade Route $4 Talisman $5 ContrabandCounting HouseMountebankRoyal SealVenture $6 Goons
Combos and Counters Bishop/FortressCounting House/Travelling FairGolden deck
Other concepts Victory tokens
Dominion Cards
Basic cards $0 CopperCurse $2 Estate $3 Silver $5 Duchy $6 Gold $8 Province
Dominion $2 CellarChapelMoat $3 Harbinger • MerchantVassalVillageWorkshop $4 BureaucratGardensMilitiaMoneylenderPoacherRemodelSmithyThrone Room $5 BanditCouncil RoomFestivalLaboratoryLibraryMarketMineSentry • Witch $6 Artisan
Removed cards: $3 ChancellorWoodcutter $4 FeastSpyThief $6 Adventurer
Intrigue $2 CourtyardLurkerPawn $3 MasqueradeShanty TownStewardSwindlerWishing Well $4 BaronBridgeConspiratorDiplomatIronworksMillMining VillageSecret Passage $5 CourtierDukeMinionPatrolReplaceTorturerTrading PostUpgrade $6 FarmNobles
Removed cards: $2 Secret Chamber $3 Great Hall $4 CoppersmithScout $5 SaboteurTribute
Seaside $2 HavenLighthouseNative Village $3 AstrolabeFishing VillageLookoutMonkeySea ChartSmugglersWarehouse $4 BlockadeCaravanCutpurseIslandSailorSalvagerTide PoolsTreasure Map $5 BazaarCorsairMerchant ShipOutpostPirateSea WitchTacticianTreasuryWharf
Removed cards: $2 EmbargoPearl Diver $3 Ambassador $4 NavigatorPirate ShipSea Hag $5 ExplorerGhost Ship
Alchemy P TransmuteVineyard $2 Herbalist $2P ApothecaryScrying PoolUniversity $3P AlchemistFamiliarPhilosopher's Stone $4 Potion $4P Golem $5 Apprentice $6P Possession
Prosperity $3 AnvilWatchtower $4 BishopClerkInvestmentTiaraMonumentQuarryWorker's Village $5 CharlatanCityCollectionCrystal BallMagnateMintRabbleVaultWar Chest $6 Hoard $6* Grand Market $7 BankExpandForgeKing's Court $8star Peddler $9 Platinum $11 Colony
Removed cards: $3 LoanTrade Route $4 Talisman $5 ContrabandCounting HouseMountebankRoyal SealVenture $6 Goons
Cornucopia & Guilds $2 Candlestick MakerHamlet $2+ FarrierStonemason $3 MenagerieShop $3+ Infirmary $4 AdvisorFarmhandsPlazaRemakeYoung Witch $4+ Herald $5 BakerButcherCarnivalFerrymanFootpadHorn of PlentyHunting PartyJesterJourneymanJoust (Rewards: CoronetCourserDemesneHousecarlHuge TurnipRenown)• Merchant GuildSoothsayer $6 Fairgrounds
Removed cards: $3 Fortune Teller $3+ DoctorMasterpiece $4 Farming VillageHorse TradersTaxmanTournament (Prizes: Bag of GoldDiademFollowersPrincessTrusty Steed) $5 Harvest
Hinterlands $2 CrossroadsFool's Gold $3 DevelopGuard DogOasisSchemeTunnel $4 Jack of All TradesNomadsSpice MerchantTraderTrailWeaver $5 BerserkerCartographerCauldronHagglerHighwayInnMargraveSoukStablesWheelwrightWitch's Hut $6 Border VillageFarmland
Removed cards: $2 Duchess $3 Oracle $4 Noble BrigandNomad CampSilk Road $5 CacheEmbassyIll-Gotten GainsMandarin
Dark Ages $0 Ruins (Abandoned MineRuined LibraryRuined MarketRuined VillageSurvivors) $0* Spoils $1 Poor HouseShelters (HovelNecropolisOvergrown Estate) $2 BeggarSquireVagrant $3 ForagerHermit (Madman) • Market SquareSageStoreroomUrchin (Mercenary) $4 ArmoryDeath CartFeodumFortressIronmongerMarauderProcessionRatsScavengerWandering Minstrel $5 Band of MisfitsBandit CampCatacombsCountCounterfeitCultistGraverobberJunk DealerKnights (Dames Dame AnnaDame JosephineDame MollyDame NatalieDame Sylvia • Sirs Sir BaileySir DestrySir MartinSir MichaelSir Vander) • MysticPillageRebuildRogue $6 AltarHunting Grounds
Adventures $2 Coin of the RealmPage (Treasure HunterWarriorHeroChampion) • Peasant (SoldierFugitiveDiscipleTeacher) • RatcatcherRaze $3 AmuletCaravan GuardDungeonGearGuide $4 DuplicateMagpieMessengerMiserPortRangerTransmogrify $5 ArtificerBridge TrollDistant LandsGiantHaunted WoodsLost CityRelicRoyal CarriageStorytellerSwamp HagTreasure TroveWine Merchant $6 Hireling
Events: $0 AlmsBorrowQuest $1 Save $2 Scouting PartyTravelling Fair $3 BonfireExpeditionFerryPlan $4 MissionPilgrimage $5 BallRaidSeawayTrade $6 Lost ArtsTraining $7 Inheritance $8 Pathfinding
Empires 4D Engineer 8D City QuarterOverlordRoyal Blacksmith $2 Encampment/PlunderPatrician/EmporiumSettlers/Bustling Village $3 Castles (Humble CastleCrumbling CastleSmall CastleHaunted CastleOpulent CastleSprawling CastleGrand CastleKing's Castle) • Catapult/RocksChariot RaceEnchantressFarmers' MarketGladiator/Fortune $4 SacrificeTempleVilla $5 ArchiveCapitalCharmCrownForumGroundskeeperLegionaryWild Hunt
Events: 5D Triumph 8D AnnexDonate $0 Advance $2 DelveTax $3 Banquet $4 RitualSalt the Earth $43D Wedding $5 Windfall $6 Conquest $14 Dominate
Landmarks: AqueductArenaBandit FortBasilicaBathsBattlefieldColonnadeDefiled ShrineFountainKeepLabyrinthMountain PassMuseumObeliskOrchardPalaceTombTowerTriumphal ArchWallWolf Den
Nocturne $0* Will-o'-WispWish $2 DruidFaithful HoundGuardianMonasteryPixie (Goat) • Tracker (Pouch) $2* Imp $3 ChangelingFool (Lost in the WoodsLucky Coin) • Ghost TownLeprechaunNight WatchmanSecret Cave (Magic Lamp) $4 BardBlessed VillageCemetery (Haunted Mirror) • ConclaveDevil's WorkshopExorcistNecromancer (Zombies: Zombie ApprenticeZombie MasonZombie Spy) • Shepherd (Pasture) • Skulk $4* Ghost $5 CobblerCryptCursed VillageDen of SinIdolPooka (Cursed Gold) • Sacred GroveTormentorTragic HeroVampire (Bat) • Werewolf $6 Raider
Boons: The Earth's GiftThe Field's GiftThe Flame's GiftThe Forest's GiftThe Moon's GiftThe Mountain's GiftThe River's GiftThe Sea's GiftThe Sky's GiftThe Sun's GiftThe Swamp's GiftThe Wind's Gift
Hexes: Bad OmensDelusion (Deluded) • Envy (Envious) • FamineFearGreedHauntingLocustsMisery (Miserable/Twice Miserable) • PlaguePovertyWar
Renaissance $2 Border Guard (HornLantern) • DucatLackeys $3 Acting TroupeCargo ShipExperimentImprove $4 Flag Bearer (Flag) • HideoutInventorMountain VillagePatronPriestResearchSilk Merchant $5 Old WitchRecruiterScepterScholarSculptorSeerSpicesSwashbuckler (Treasure Chest) • Treasurer (Key) • Villain
Projects: $3 CathedralCity GatePageantSewersStar Chart $4 ExplorationFairSilosSinister Plot $5 AcademyCapitalismFleetGuildhallPiazzaRoad Network $6 BarracksCrop RotationInnovation $7 Canal $8 Citadel
Menagerie $2 Black CatSleighSupplies $3 Camel TrainGoatherdScrapSheepdogSnowy VillageStockpile $3* Horse $4 Bounty HunterCardinalCavalryGroomHostelryVillage Green $5 BargeCovenDisplaceFalconerGatekeeperHunting LodgeKilnLiveryMastermindPaddockSanctuary $5* Fisherman $6* DestrierWayfarer $7* Animal Fair
Events: $0 DelayDesperation $2 GamblePursueRideToil $3 EnhanceMarchTransport $4 BanishBargainInvestSeize the Day $5 CommerceDemandStampede $7 Reap $8 Enclave $10 AlliancePopulate
Ways: Way of the ButterflyWay of the CamelWay of the ChameleonWay of the FrogWay of the GoatWay of the HorseWay of the MoleWay of the MonkeyWay of the MouseWay of the MuleWay of the OtterWay of the OwlWay of the OxWay of the PigWay of the RatWay of the SealWay of the SheepWay of the SquirrelWay of the TurtleWay of the Worm
Allies $2 BaubleSycophantTownsfolk (Town Crier / Blacksmith / Miller / Elder) $3 Augurs (Herb Gatherer / Acolyte / Sorceress / Sibyl) • Clashes (Battle Plan / Archer / Warlord / Territory) • Forts (Tent / Garrison / Hill Fort / Stronghold) • ImporterMerchant CampOdysseys (Old Map / Voyage / Sunken Treasure / Distant Shore) • SentinelUnderlingWizards (Student / Conjurer / Sorcerer / Lich) $4 BrokerCarpenterCourierInnkeeperRoyal GalleyTown $5 BarbarianCapital CityContractEmissaryGalleriaGuildmasterHighwaymanHunterModifySkirmisherSpecialistSwap $6 Marquis
Allies: Architects' GuildBand of NomadsCave DwellersCircle of WitchesCity-stateCoastal HavenCrafters' GuildDesert GuidesFamily of InventorsFellowship of ScribesForest DwellersGang of PickpocketsIsland FolkLeague of BankersLeague of ShopkeepersMarket TownsMountain FolkOrder of AstrologersOrder of MasonsPeaceful CultPlateau ShepherdsTrappers' LodgeWoodworkers' Guild
Plunder $2 CageGrottoJewelled EggSearchShaman $3 Secluded ShrineSirenStowawayTaskmaster $4 AbundanceCabin BoyCrucibleFlagshipFortune HunterGondolaHarbor VillageLanding PartyMapmakerMaroonRopeSwamp ShacksTools $5 Buried TreasureCrewCutthroatEnlargeFigurineFirst MateFrigateLongshipMining RoadPendantPickaxePilgrimQuartermasterSilver MineTricksterWealthy Village $6 Sack of Loot $7 King's Cache $7* Loots (AmphoraDoubloonsEndless ChaliceFigureheadHammerInsigniaJewelsOrbPrize GoatPuzzle BoxSextantShieldSpell ScrollStaffSword)
Events: $1 Bury $2 AvoidDeliverPerilRush $3 ForayLaunchMirrorPrepareScrounge $4 MaelstromJourney $6 Looting $10 InvasionProsper
Traits: CheapCursedFatedFawningFriendlyHastyInheritedInspiringNearbyPatientPiousRecklessRichShyTireless
Rising Sun 5D Mountain Shrine 6D Daimyo 8D Artist $2 FishmongerSnake Witch $3 AristocratCraftsmanRiverboatRoot Cellar $4 AlleyChangeNinjaPoetRiver ShrineRustic Village $5 Gold MineImperial EnvoyKitsuneLitterRice BrokerRoninTanukiTea House $6 Samurai $7 Rice
Events: 8D Continue $2 AmassAsceticismCreditForesight $3 KintsugiPractice $4 Sea Trade $5 Receive Tribute $7 Gather
Prophecies: Approaching ArmyBiding TimeBureaucracyDivine WindEnlightenmentFlourishing TradeGood HarvestGreat LeaderGrowthHarsh WinterKind EmperorPanicProgressRapid ExpansionSickness
Promo $3 Black MarketChurch $4 DismantleEnvoySauna/AvantoWalled Village $5 GovernorMarchlandStash $6 Captain $8 Prince
Events: $5 Summon
Base Cards $0 CopperCurse $2 Estate $3 Silver $4 Potion $5 Duchy $6 Gold $8 Province $9 Platinum $11 Colony
See also: Second EditionErrataOuttakes (Confusion) • Fan cardsCard storageList of cards (in other languages)