Banquet

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Banquet
Info
Cost $3
Type Event
Set Empires
Illustrator(s) Brian Brinlee
Event text
Gain 2 Coppers and a non-Victory card costing up to $5.

Banquet is an Event from Empires. It lets you get $4 and $5 cards at a discount, with the penalty of also junking your deck with extra Copper.

FAQ

Official FAQ

  • You can do this even if the Copper pile is empty.

Strategy

Banquet is a mediocre event, but in the right kingdoms it can be insanely good. Any games where you want $5 cards early in the game (and don't mind the Copper), Banquet is good, especially if the kingdom includes a trasher like Donate or Chapel, or something like Trader, to avoid gaining the Coppers in the first place. However, for Banquet to really shine, you need cards that like the Copper.


Counting House

The Counting House-Banquet combo is one of the best in the game. Virtually unbeatable, it's an extremely fast strategy, winning over Goons, Minion, and even (barely) Chapel in about 15 turns. The strategy itself is quite simple. All you have to do is gain Counting House with Banquet every turn unless you have $8 or more, in which case you should buy a Province (if you have less than $3, just buy a Copper). When you have enough Coppers in your discard pile to buy a Province, you will be able to buy one every turn that you have Counting House until you reshuffle. Cursers have very little effect, as your opponent will only get to play their Witch or Swindler 6-7 times at best, barely making a dent in your 40VP+. Also, Curses don't bog you down very much: all you need to buy a Province is eight Coppers in your discard pile and a Counting House in your hand. Any discard down to X attacks such as Militia will have no effect, as long as you keep your Counting House in hand. (Multiple Torturers may put a stop to you, however.) Most other strategies will take too long to get started, as Big Money will only get about 2 Provinces in a 15-turn game.


Coppersmith

The Coppersmith and Banquet strategy works the same way as the Counting House-Banquet, except you gain Coppersmith with the Banquet instead of Counting House. This strategy is by no means as good as Counting House-Banquet, however. The main problem with this strategy is that you need four Coppers and a Coppersmith in your hand to buy a Province. Discard attacks and cursers can hurt you quite a bit by lowering your handsize and cluttering your deck, making it hard to get four Coppers in your hand. Even Cutpurse could easily cost you a Province. This strategy may get you a few Provinces, but will rarely split them 4-4 in a 2-player game. Duchies may seem like a good alternative to Provinces, but even this strategy has it's drawbacks, such as:

  • Cluttered deck:

Buying a lot of Duchies equals a lot of green cards.

  • Few victory points:

In a 2-player game, if you empty the Duchy pile, you'd get ~ 24 points. Your opponent could buy eight Provinces and get ~ 48 points. Even though you would most likely buy all the Duchies before your opponent emptied the Provinces out, four or five Estates isn't going to propel you to victory. (Even if Tunnel or Island is in the game, you'd find it hard to catch up. You would, however, have a chance to end the game before the Provinces are gone, and Islands could help un-clutter your deck, but you probably wouldn't Island enough Victory cards to make a difference.)

  • You need to run down a third pile before your opponent buys his sixth Province. (Again, Tunnel or something similar could potentially work)

One solution to all three of these problem is the Harem:

  • If you buy Harem first, then Duchies, you'll have more $ to spend.
  • Eight Harems plus eight Duchies equals 40 points. Still not enough to beat eight Provinces, but you could potentially buy a Province or two this way, elevating your chances of winning.
  • Harem is your third pile.

This still wouldn't work very well. However, if you went for Harems, Provinces, and Duchies (Duchies only late in the game), you would have a much better chance. Overall, the Coppersmith-Banquet is a fairly bad strategy, not nearly as good as the Counting House-Banquet.

Gardens or Philosopher's Stone

The Gardens with Banquet is better than you may think, even though you can't gain a Gardens with banquet. The basic strategy is:

  • Less than $3: Buy a Copper.
  • $3 to $5: Buy Banquet and gain a Silver, or buy a Gardens.
  • $6: If you have +Buy, buy two Banquets, and gain two Silvers.
  • $7: If you have +Buy, buy Banquet and a Gardens.
  • $8+: Buy Province or Gardens, depending on how many cards you have in your deck.

Cards such as Festival, Charm, Nomad Camp, Woodcutter, or Horse Traders make a good alternative to Silver, as they all offer at least $2 and +1 Buy. Festival and Charm, however are better than the others, because they aren't terminal.

One card that is extremely good with Gardens is the Cache. If you gain a Cache with Banquet, you're getting five cards in one turn (half a VP for each Gardens you have). To truly unlock Cache's power, however, you need $6 and +1 Buy. This way, you can buy two Banquets, gain two Caches, and eight Coppers, which is ten cards, or one VP per Gardens you have. This is hard to beat, but you do need an extra Buy to make this happen.

As for Philosopher's Stone, well, it's pretty self-explanatory: Philosopher's Stone likes lots of cards, and Banquet gives you lots of cards. Opening $4/$3 and buying two Banquets and gaining two Potions will allow you to get the Philosopher's Stone pretty early, and after that, all you need to do is keep buying Banquets and expanding your deck.

Ill-Gotten Gains

If you open $3/$4 you can buy two Banquets, gain two Ill-Gotten Gains and dish out two curses to each other player while giving yourself a bunch of Coppers, which will come in handy in a Duchy rush. As it is much easier to have $3 than $5, the IGG rush becomes that much easier, and the Curse and IGG pile is depleted much faster. Once this happens, just go like crazy for Duchies and try to end the game as quickly as possible. However, since your opponents' decks are full of Curses, there isn't as much urgency as usual to end the game (if your opponent is going heavy on Ambassadors, you might have some trouble).

Spices

If you open $3/$4 you can buy two Banquets, gain two Spices and gain 4 Coffers. Then, on the subsequent shuffle, you can use the +Buy from Spices to further accumulate Coffers by buying Banquet for Spices twice if you lose less than 2 Coffers to do so, or just buying Spices without a Banquet if you have 5 Coppers in hand. This strategy allows you to accumulate Coffers extremely fast while maintaining a money density of around 1 dollar per card. This can allow you to buy at least 4 Provinces extremely quickly, usually around turn 9, though buying all 8 even if the Spices pile is uncontested is difficult. But as you can then buy Duchies for a decent time period after, this is still an extremely strong Rush.

Apothecary

Apothecary likes Coppers, and Banquet is only too happy to provide them. Similarly to Philosopher's Stone, if you get two Potions early on with Banquet, you shouldn't have too much trouble buying Apothecaries. If Golem is in the game, it can help by digging out your Apothecaries from amidst all the Coppers, then playing them and drawing 5-10 Coppers, almost guaranteeing you a Province.


Synergies/Combos

  • Gardens games, especially with other enablers


Antisynergies

Versions

English versions

Print Digital Text Release Date
Banquet Banquet from Shuffle iT Gain 2 Coppers and a non-Victory card costing up to $5. Empires June 2016

Other language versions

Language Name Print Digital Text
Dutch Banket
Finnish Juomingit (lit. bacchanal)
French Banquet
German Bankett German language Banquet Nimm 2 Kupfer sowie eine Nicht-Punktekarte, die bis zu $5 kostet.
Japanese 宴会 (pron. enkai) 銅貨2枚とコスト$5以下の勝利点以外のカード1枚を獲得する。
Polish Bankiet Polish language Banquet
Russian Банкет (pron. bankyet)

Trivia

Official card art.

Secret History

This started as a Treasure for $3 that was worth $1 and came with a Copper and a $5 (then, a Copper and a non-VP $5). I liked it like that, but changing it to an Event saved a slot and made it less fast at running out piles.

Donald X.'s opinion

It's fun to gain Coppers when it's the move. Banquet tantalizes you with a turn one $5 you couldn't otherwise have, but of course it asks a lot in exchange.


Cards 4D Engineer 8D City QuarterOverlordRoyal Blacksmith $2 Encampment/PlunderPatrician/EmporiumSettlers/Bustling Village $3 Castles (HumbleCrumblingSmallHauntedOpulentSprawlingGrandKing's) • 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
Combos and Counters Capital/MandarinDonate/Market Square
Other concepts DebtGatheringSplit pilesVictory 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 $6 Harem
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 AnnaJosephineMollyNatalieSylvia • Sirs BaileyDestryMartinMichaelVander) • 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 (HumbleCrumblingSmallHauntedOpulentSprawlingGrandKing's) • 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: ApprenticeMasonSpy) • Shepherd (Pasture) • Skulk $4* Ghost $5 CobblerCryptCursed VillageDen of SinIdolPooka (Cursed Gold) • Sacred GroveTormentorTragic HeroVampire (Bat) • Werewolf $6 Raider
Boons: The Earth's GiftFieldFlameForestMoonMountainRiverSeaSkySunSwampWind
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: ButterflyCamelChameleonFrogGoatHorseMoleMonkeyMouseMuleOtterOwlOxPigRatSealSheepSquirrelTurtleWorm
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)