Cost: $1
Type: Action
Text: +$4\nReveal your hand. -$1 per Treasure card in your hand, to a minimum of $0.
Here's a comprehensive strategy guide for Poor House:
Poor House Strategy Guide
Introduction Poor House is a fascinating $1-cost Action card from Dark Ages that offers a potentially massive +$4 payload but comes with a significant drawback: you lose $1 for each Treasure card in your hand. Understanding how to maximize Poor House's benefits while minimizing its drawback is key to using this card effectively.
Core Mechanics and Basic Considerations
Mathematical breakdown: - 0 Treasures in hand: +$4 (optimal) - 1 Treasure in hand: +$3 - 2 Treasures in hand: +$2 - 3 Treasures in hand: +$1 - 4+ Treasures in hand: +$0 (worst case)
Key Strategic Elements
Early Purchase Decision: - Poor House shines as an early purchase due to its $1 cost - Multiple Poor Houses can be acquired on weak opening hands - Consider opening Poor House/Silver if you want to test the waters
Early Game Challenges: - Can conflict with starting Coppers - May need to actively remove Coppers earlier than usual - Early turns may be awkward with mixed Treasure/Poor House hands
Transition Strategies: - Gradually thin Treasures from your deck - Build toward alternative money sources - Develop hand management capabilities
Synergies and Combinations
Salvager: Gains value from trashing Treasures
Card Draw and Deck Control Cards that help manage hand composition:
Hunting Grounds: Large draw that might find treasure-free hands
Alternative Money Sources Cards that provide money without being Treasures:
Sifting Effects Cards that help manage Treasure density:
Building Around Poor House
Example Build: - Multiple Poor Houses - Chapel for trashing - Villages for actions - Laboratory/Smithy variants for draw - Market Square/Festival for additional money
Example Build: - 2-3 Poor Houses - Warehouse/Cellar for filtering - Silver/Gold (limited quantity) - Action draw - Villages
Counter Strategies and Weaknesses
Knights: Can destroy Poor House directly
Rush Strategies Poor House engines often need time to develop:
Strong money strategies might be faster
Inherent Weaknesses
Kingdom Considerations
Strong Poor House Kingdoms have: - Strong trashing - Good deck control - Alternative money sources - Action support (Villages) - Limited attack cards
Skip Poor House when: - Limited trashing available - Strong attacks present - Fast alternate strategies available - Limited deck control - Better money options exist
Specific Kingdom Examples
Strong Poor House Kingdom: - Poor House - Chapel - Village - Laboratory - Market Square - Warehouse - Apprentice - Festival - Hunting Grounds - Cellar
Weak Poor House Kingdom: - Poor House - Militia - Moat - Moneylender - Merchant - Silver Mine - Bandit - Council Room - Market - Gardens
Tips and Tricks
Plan turns ahead
Advanced Techniques
Use hand management to set up future turns
Common Mistakes to Avoid
Conclusion
Poor House is a unique card that requires careful deck building and hand management to utilize effectively. While it can provide strong economic returns for its cost, it demands specific support and consideration of kingdom context. Success with Poor House comes from understanding both its potential and limitations, then building appropriately around it.
When properly supported, Poor House can be a powerful economic engine piece, but it requires more setup and maintenance than traditional money strategies. Players should carefully evaluate kingdom context and available support cards before committing to a Poor House strategy.
Remember: - Evaluate kingdom support carefully - Plan deck composition deliberately - Maintain flexibility when possible - Watch for counter-play opportunities - Be prepared to adapt strategy as game develops
With proper understanding and support, Poor House can be a valuable addition to your Dominion strategy arsenal, particularly in kingdoms that support action-based economies and deck control.