Livery
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Livery is a potent [[terminal]] [[payload]] card, generating {{Cost}} and delayed [[non-terminal draw]] in the form of {{Card|Horse|Horses}}. Because Livery only gains {{Card|Horse|Horses}} when you gain another card costing {{Cost|4}} or more, it works best in [[Kingdom]]s with [[gainer]]s and/or sources of [[+Buy]], and when you want many copies of cards costing {{Cost|4}} or more (e.g., a Kingdom with {{Card|Governor}} and {{Card|Worker's Village}}). When used in this way, Livery can greatly accelerate the [[build|building]] process, as the {{Card|Horse|Horses}} let you [[cycling|cycle]] through your deck to play your new [[Action]] cards sooner. Similarly, Livery enables you to maintain reliability more easily during [[greening]], since [[Victory]] cards such as {{Card|Province}} come with a {{Card|Horse}} per Livery you’ve played that turn. | Livery is a potent [[terminal]] [[payload]] card, generating {{Cost}} and delayed [[non-terminal draw]] in the form of {{Card|Horse|Horses}}. Because Livery only gains {{Card|Horse|Horses}} when you gain another card costing {{Cost|4}} or more, it works best in [[Kingdom]]s with [[gainer]]s and/or sources of [[+Buy]], and when you want many copies of cards costing {{Cost|4}} or more (e.g., a Kingdom with {{Card|Governor}} and {{Card|Worker's Village}}). When used in this way, Livery can greatly accelerate the [[build|building]] process, as the {{Card|Horse|Horses}} let you [[cycling|cycle]] through your deck to play your new [[Action]] cards sooner. Similarly, Livery enables you to maintain reliability more easily during [[greening]], since [[Victory]] cards such as {{Card|Province}} come with a {{Card|Horse}} per Livery you’ve played that turn. | ||
− | Livery typically works slightly better with gainers rather than sources of +Buy. The first reason is that the marginal cost of another gain that activates Livery’s effect is often cheaper with a gainer; for example, in terms of number of {{Card|Horse|Horses}} gained by Livery, a single {{Card|Ironworks}} is roughly equivalent to a {{Card|Gold}} and a {{Card|Market}}. Second, gaining cards in the Action phase means [[gain-and-play]] is possible; the draw from Livery often makes this easier than usual, and in extreme cases can even enable self-sustaining auto-piling loops in which you gain a card such as {{Card|Governor}}, gain many {{Card|Horse|Horses}}, draw that card, play it to gain a copy of itself, and repeat. In general, using Livery with gainers tends to require plenty of draw from other sources and, more importantly, [[Village (card category)|village]] support; this is because Livery is terminal and must be played before the gainer in order to gain {{Card|Horse|Horses}}. {{Project|Academy}} works very well for this purpose, as the {{Card|Horse|Horses}} from Livery will provide[[Villager]]s. {{Card|Villa}} is also very powerful with Livery, as it serves as a village, enables gain-and-play after buying cards, and gives a {{Card|Horse}} when bought. {{Card|University}} is another example of a village that synergizes well with Livery, as it allows you to play multiple Liveries while simultaneously gaining expensive Action cards and thus {{Card|Horse|Horses}}. | + | Livery typically works slightly better with gainers rather than sources of +Buy. The first reason is that the marginal cost of another gain that activates Livery’s effect is often cheaper with a gainer; for example, in terms of number of {{Card|Horse|Horses}} gained by Livery, a single {{Card|Ironworks}} is roughly equivalent to a {{Card|Gold}} and a {{Card|Market}}. Second, gaining cards in the Action phase means [[gain-and-play]] is possible; the draw from Livery often makes this easier than usual, and in extreme cases can even enable self-sustaining auto-piling loops in which you gain a card such as {{Card|Governor}}, gain many {{Card|Horse|Horses}}, draw that card, play it to gain a copy of itself, and repeat. In general, using Livery with gainers tends to require plenty of draw from other sources and, more importantly, [[Village (card category)|village]] support; this is because Livery is terminal and must be played before the gainer in order to gain {{Card|Horse|Horses}}. {{Project|Academy}} works very well for this purpose, as the {{Card|Horse|Horses}} from Livery will provide [[Villager]]s. {{Card|Villa}} is also very powerful with Livery, as it serves as a village, enables gain-and-play after buying cards, and gives a {{Card|Horse}} when bought. {{Card|University}} is another example of a village that synergizes well with Livery, as it allows you to play multiple Liveries while simultaneously gaining expensive Action cards and thus {{Card|Horse|Horses}}. |
As it is a payload card that also directly increases your draw on your next [[reshuffle]], the best time to add a Livery to your deck varies. If there are {{Cost|4}} cards that you would like to buy many copies of early in the game, such as {{Card|Silk Merchant}}, it may be wise to get an early first Livery. On the other hand, if there are more important priorities such as thinning with {{Card|Recruiter}} or attacking with {{Card|Mountebank}}, Livery may be a mid- or late-game addition, if relevant at all. The value of additional Liveries is usually dependent on whether you have the terminal space and need more draw as you continue to gain cards, while a Kingdom lacking villages, gainers, or +Buy might be reason to skip Livery entirely. When you buy a [[Project]] or an [[Event]] that does not gain cards, Livery does not gain you {{Card|Horse|Horses}}, so if you want both Livery and one of these [[Landmarks]], it may sometimes be better to delay the former and get the latter first. | As it is a payload card that also directly increases your draw on your next [[reshuffle]], the best time to add a Livery to your deck varies. If there are {{Cost|4}} cards that you would like to buy many copies of early in the game, such as {{Card|Silk Merchant}}, it may be wise to get an early first Livery. On the other hand, if there are more important priorities such as thinning with {{Card|Recruiter}} or attacking with {{Card|Mountebank}}, Livery may be a mid- or late-game addition, if relevant at all. The value of additional Liveries is usually dependent on whether you have the terminal space and need more draw as you continue to gain cards, while a Kingdom lacking villages, gainers, or +Buy might be reason to skip Livery entirely. When you buy a [[Project]] or an [[Event]] that does not gain cards, Livery does not gain you {{Card|Horse|Horses}}, so if you want both Livery and one of these [[Landmarks]], it may sometimes be better to delay the former and get the latter first. |
Revision as of 01:42, 24 August 2021
Livery | |
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Info | |
Cost | |
Type(s) | Action |
Kingdom card? | Yes |
Set | Menagerie |
Illustrator(s) | Garret DeChellis |
Card text | |
+ This turn, when you gain a card costing or more, gain a Horse. |
Livery is an Action card from Menagerie. It is a terminal gold that makes cards costing or more come with Horses this turn.
Contents |
FAQ
Official FAQ
- This is cumulative; for example, if you use Mastermind to play a Livery three times, then each card you gain that turn costing or more will come with three Horses.
- Livery works on cards gained via buying them, and cards gained other ways.
Other rules clarifications
- This checks the cost of the card as it's being gained, not after. So if you gain a Fisherman with an empty discard pile, you will not gain a Horse, because Fisherman cost when you gained it.
- If you gain a Livery and play it with Innovation, you won't gain a Horse from the Livery gain. This is because Livery's ability doesn't kick in until you play the Livery; it doesn't apply to any gains that previously happened.
Strategy
Livery is a potent terminal payload card, generating and delayed non-terminal draw in the form of Horses. Because Livery only gains Horses when you gain another card costing or more, it works best in Kingdoms with gainers and/or sources of +Buy, and when you want many copies of cards costing or more (e.g., a Kingdom with Governor and Worker's Village). When used in this way, Livery can greatly accelerate the building process, as the Horses let you cycle through your deck to play your new Action cards sooner. Similarly, Livery enables you to maintain reliability more easily during greening, since Victory cards such as Province come with a Horse per Livery you’ve played that turn.
Livery typically works slightly better with gainers rather than sources of +Buy. The first reason is that the marginal cost of another gain that activates Livery’s effect is often cheaper with a gainer; for example, in terms of number of Horses gained by Livery, a single Ironworks is roughly equivalent to a Gold and a Market. Second, gaining cards in the Action phase means gain-and-play is possible; the draw from Livery often makes this easier than usual, and in extreme cases can even enable self-sustaining auto-piling loops in which you gain a card such as Governor, gain many Horses, draw that card, play it to gain a copy of itself, and repeat. In general, using Livery with gainers tends to require plenty of draw from other sources and, more importantly, village support; this is because Livery is terminal and must be played before the gainer in order to gain Horses. Academy works very well for this purpose, as the Horses from Livery will provide Villagers. Villa is also very powerful with Livery, as it serves as a village, enables gain-and-play after buying cards, and gives a Horse when bought. University is another example of a village that synergizes well with Livery, as it allows you to play multiple Liveries while simultaneously gaining expensive Action cards and thus Horses.
As it is a payload card that also directly increases your draw on your next reshuffle, the best time to add a Livery to your deck varies. If there are cards that you would like to buy many copies of early in the game, such as Silk Merchant, it may be wise to get an early first Livery. On the other hand, if there are more important priorities such as thinning with Recruiter or attacking with Mountebank, Livery may be a mid- or late-game addition, if relevant at all. The value of additional Liveries is usually dependent on whether you have the terminal space and need more draw as you continue to gain cards, while a Kingdom lacking villages, gainers, or +Buy might be reason to skip Livery entirely. When you buy a Project or an Event that does not gain cards, Livery does not gain you Horses, so if you want both Livery and one of these Landmarks, it may sometimes be better to delay the former and get the latter first.
Because both the Horse-gaining effect and generated can be doubled, Livery synergizes well with Throne Room variants. Procession works particularly well with Livery, as you can use it on a Horse to gain a Procession and on another Procession to gain a Livery. Populate can also be a strong synergy with Livery, as it can sometimes gain many expensive Action cards at once, and therefore many Horses. Gaining Horses also helps whenever you want a high density or number of Action cards in your deck, such as with Vineyard and Herald. Conversely, Livery anti-synergizes with cost reduction (such as Highway or Quarry) that may reduce the price of desirable cards below , meaning that they don’t come with Horses. Similarly, if the Kingdom has plenty of very good cards costing or less (e.g. Lackeys) Livery may be less valuable than usual.
Versions
English versions
Digital | Text | Release | Date | |
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+ This turn, when you gain a card costing or more, gain a Horse. |
Menagerie | March 2020 |
Other language versions
Language | Name | Digital | Text | Notes | |
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German | Pferdestall | + Wenn du in diesem Zug eine Karte nimmst, die oder mehr kostet: Nimm ein Pferd. |
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Japanese | 貸し馬屋 (pron. kashi umaya) |
Trivia
Preview
Secret History
Further comments from Donald X.
If there ever was a way to increase the cost of cards, Livery could then gain all 30 Horses at once. Donald X. knew this was a possibility, and came up with a wording that would solve this.