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Poor House
Basic Info
- Type: Action
- Cost: 1
- Effect: +$4, but -$1 per Treasure in hand (minimum $0).
Rating
In Treasure-thin decks Poor House gives +$4 — outrageous for cost 1. Pairs perfectly with Chapel-style engines. B-tier; A in fully thinned decks.
How to Play
Opening: $1 Poor House on a $4-trash plan.
Midgame: With Treasures cleared, Poor House = +$4. Pure Action engine economy.
Endgame: Multiple Poor Houses + 0 Treasures = massive money for Provinces.
Key Combos
- Chapel: Trash all Coppers → max Poor House.
- Trash engines: Junk Dealer / Procession / Remodel.
- Throne: 2× Poor House = +$8.
- Peddler: Poor House is non-Treasure → cheaper Peddler.
- University: Action-gain synergy.
Synergies
- Thinning: Chapel / Forager / Junk Dealer.
- Pure Action engine.
- Throne family: Multi-fire.
- Peddler: Cost reduction.
- Gardens: Mass-gain.
Counters & Bad Matchups
- Treasure-heavy: Poor House ≈ $0.
- Big Money: Always Treasures.
- Silver-makers: Anti-synergy.
- No thinning: Poor House dead.
Advanced Tips
Goal: 0 Treasures in hand for max value. Chapel + Poor House combo is canonical.
King's Court + Poor House = +$12 (Treasureless). Province finisher.
Procession + Poor House = trash + 2-cost gain + extra play. Engine expansion.