Ball
(synergies - cost reduction) |
(Clarify anti synergy) |
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=== Antisynergies === | === Antisynergies === | ||
* Power {{cost|5}} cards | * Power {{cost|5}} cards | ||
− | * {{Card|Haunted Woods}}, {{Card|Swamp Hag}} and {{Card|Embargo}} have their harmful effects nullified to some extent | + | * Opponents' {{Card|Haunted Woods}}, {{Card|Swamp Hag}} and {{Card|Embargo}} have their harmful effects nullified to some extent |
== Versions == | == Versions == |
Revision as of 08:24, 1 June 2020
Ball | |
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Info | |
Cost | |
Type | Event |
Set | Adventures |
Illustrator(s) | Brian Brinlee |
Event text | |
Take your – token. Gain 2 cards each costing up to . |
Ball is an Event from Adventures. It allows you to gain 2 cards each costing up to for only this turn, at the expense of taking your - token.
Contents |
FAQ
Official FAQ
- When you buy this, you take your - token, which will cause you to get less the next time you get .
- Then you gain 2 cards, each costing up to .
- They can be 2 copies of the same card, or 2 different cards.
Other rules clarifications
- This Event may be bought more than once per turn, gaining cards each time; however, the - token can only be taken once.
Strategy
There is no strategy article for Ball, but it has been discussed on the forum!
Ball is an Event that gets you two cards up to for the cost of this turn, plus you get one coin less next turn (which is more or less equivalent to costing plus 1 Debt, except that you can't just pay off the debt this turn). All in all, it costs you over two turns, saving you in the long run. This is similar to overpaying for Stonemason by , except that you don't end up with a Stonemason in your deck, which is usually good since Stonemason tends to become dead weight (especially in multiples). Naturally, it works best if there are lots of strong spammable cards, and you're fighting to win the split. Some good examples include cards like Ironmonger, Herald and Caravan, but also Advisor, since it gets a lot stronger in higher numbers.
Another comparison that can be made is Talisman. With Talisman, you can double a card up to . Ball is quicker than Talisman - you don't have to add the Talisman to your deck first, and there's also no expensive Copper getting in the way of your other cards. However, it is more expensive, and it gets progressively more expensive with every use, since Ball, like all Events, is essentially a one-shot (you have to buy it over and over if you want to benefit from it multiple times). If you expect to benefit from getting an extra card very often, Talisman might be better in the long run; otherwise, if there's only one pile you want to run down quickly, Ball might be sufficient.
Something to keep in mind with Ball is that there is only one -1 Coin token, so if you buy two or more Balls in a single turn, you only get one token. Effectively, this means that the cost of every Ball beyond the first one is actually , instead of secretly extra, like the first. Another cool trick is using Ball to circumvent penalties from buying cards, since Events are not considered cards, including Haunted Woods, Swamp Hag and Embargo. You can also go for Ball on Mission turns for the same reason.
Synergies
- Power cards
- Mission
- Cost reducers allow you gain more expensive cards. Have four Highways in play? Take two Provinces for !
Antisynergies
- Power cards
- Opponents' Haunted Woods, Swamp Hag and Embargo have their harmful effects nullified to some extent
Versions
English versions
Digital | Text | Release | Date | |
---|---|---|---|---|
Take your - token. Gain 2 cards each costing up to . | Adventures 1st Edition | April 2015 | ||
Take your – token. Gain 2 cards each costing up to . | Adventures 2nd Edition | August 2017 |
Other language versions
Trivia
Secret History