Peddler
m (Robot: Automated text replacement (-{{Cardbox(.*)Type = \[\[(Action)\]\](.*)}} +{{Cardbox\1Type = \2\n\3}})) |
m (Robot: Automated text replacement (-\$ {,1}([0-9])([^0-9]) +{{coin|\1}}\2)) |
||
Line 6: | Line 6: | ||
|Illustrator = Joshua Balvin | |Illustrator = Joshua Balvin | ||
− | |Text = +1 Card<br/>+1 Action<br/>+ | + | |Text = +1 Card<br/>+1 Action<br/>+{{coin|1}}<br/> |
---- | ---- | ||
− | ''During your Buy phase, this costs | + | ''During your Buy phase, this costs {{coin|2}} less per Action card you have in play, but not less than {{coin|0}}. |
}} | }} | ||
Line 18: | Line 18: | ||
''[http://dominionstrategy.com/2010/11/25/prosperity-peddler/ Original article] by rrendaud'' | ''[http://dominionstrategy.com/2010/11/25/prosperity-peddler/ Original article] by rrendaud'' | ||
− | Without the variable pricing, Peddler should probably be priced at | + | Without the variable pricing, Peddler should probably be priced at {{coin|4}}, as a Market without the +Buy. With the variable pricing, it’s a steal at {{coin|2}} or {{coin|0}}, and you should try to set up a deck with spammable non-terminal Actions to take advantage of it (e.g., Caravan, Spy, Treasury). Peddlers themselves are also good ways to get more Peddlers. |
− | But Peddlers are best if you can get them down to | + | But Peddlers are best if you can get them down to {{coin|0}} and then use them to soak up extra Buys. For example, the easiest way to grab Peddlers is with Worker’s Villages, which provide free Actions as well as ample +Buy. Past 4, each Worker’s Village represents an additional free Peddler. Markets can also work, though those are harder to get, as well as Pawns, which are not as effective. |
− | The biggest problem, in fact, is that after a certain point cheapness doesn’t matter any more. When you’re regularly pulling in | + | The biggest problem, in fact, is that after a certain point cheapness doesn’t matter any more. When you’re regularly pulling in {{coin|6}}–{{coin|8}} per turn, buying Peddlers is a bit of a waste without +Buy. |
Peddler’s variable pricing also makes it work extremely well with cards that depend on its cost. You can: | Peddler’s variable pricing also makes it work extremely well with cards that depend on its cost. You can: | ||
Line 31: | Line 31: | ||
*Bishop it for 4 VP; | *Bishop it for 4 VP; | ||
*Apprentice it for +8 cards; | *Apprentice it for +8 cards; | ||
− | *Salvage it for + | + | *Salvage it for +{{coin|8}}. |
It also defends against Swindlers extremely well, since once you run out the Peddler pile, an opponent’s Swindler becomes very dangerous to play for fear of turning your Peddlers into Provinces. Peddler is also one of the few cards that defends against Smugglers, since it’s cheap to buy but un-Smuggleable. | It also defends against Swindlers extremely well, since once you run out the Peddler pile, an opponent’s Swindler becomes very dangerous to play for fear of turning your Peddlers into Provinces. Peddler is also one of the few cards that defends against Smugglers, since it’s cheap to buy but un-Smuggleable. | ||
Line 46: | Line 46: | ||
=== Secret History === | === Secret History === | ||
{{Quote | {{Quote | ||
− | |Text=The first version was "This costs | + | |Text=The first version was "This costs {{coin|2}} less per Action played this turn." It came from the ruins of an expansion that only ever existed in 16-card form. That expansion had two themes, one of which was "weird stuff with costs." That was not a good theme. I mean some of the cards were cool but you don't want a bunch of that in one place. Peddler and the Grand Market penalty made it into Prosperity. Late in development I changed Peddler to only change cost during buy phases. This meant now you could Remodel it into Platinum and so forth. The change was for two reasons. First, the Remodel combos are fun and well why not try them out. Second, it made it less confusing. People were always trying to Remodel it and then having to be reminded that no, you played two Peddlers and a Remodel, now it only costs {{coin|2}}. And then, close to the end, I tweaked it to count action cards in play, rather than actions played this turn, so there was nothing to remember. |
|Name=[[Donald X. Vaccarino]] | |Name=[[Donald X. Vaccarino]] | ||
|Source=[http://forum.dominionstrategy.com/index.php?topic=5230.0 The Other Secret History of the Prosperity Cards] | |Source=[http://forum.dominionstrategy.com/index.php?topic=5230.0 The Other Secret History of the Prosperity Cards] |
Revision as of 14:18, 5 November 2012
Peddler | |
---|---|
Cost | 8* |
Type | Action |
Set/Expansion | Prosperity |
Illustrator | Joshua Balvin |
+1 Card +1 Action + During your Buy phase, this costs less per Action card you have in play, but not less than . |
Contents |
FAQ
Official FAQ
Copy & Paste Official FAQ here, please.
Other Rules clarifications
Strategy Article
Original article by rrendaud
Without the variable pricing, Peddler should probably be priced at , as a Market without the +Buy. With the variable pricing, it’s a steal at or , and you should try to set up a deck with spammable non-terminal Actions to take advantage of it (e.g., Caravan, Spy, Treasury). Peddlers themselves are also good ways to get more Peddlers.
But Peddlers are best if you can get them down to and then use them to soak up extra Buys. For example, the easiest way to grab Peddlers is with Worker’s Villages, which provide free Actions as well as ample +Buy. Past 4, each Worker’s Village represents an additional free Peddler. Markets can also work, though those are harder to get, as well as Pawns, which are not as effective.
The biggest problem, in fact, is that after a certain point cheapness doesn’t matter any more. When you’re regularly pulling in – per turn, buying Peddlers is a bit of a waste without +Buy.
Peddler’s variable pricing also makes it work extremely well with cards that depend on its cost. You can:
- Remodel or Forge it into a Province;
- Upgrade it to a Platinum;
- Expand it to a Colony;
- Bishop it for 4 VP;
- Apprentice it for +8 cards;
- Salvage it for +.
It also defends against Swindlers extremely well, since once you run out the Peddler pile, an opponent’s Swindler becomes very dangerous to play for fear of turning your Peddlers into Provinces. Peddler is also one of the few cards that defends against Smugglers, since it’s cheap to buy but un-Smuggleable.
Synergies/Combos
- Worker’s Villages/Markets/non-terminal +Buy
- Conspirators/other Peddlers/Caravan/Treasury/spammable non-terminal Actions
- Cards that depend on other cards’ cost (e.g., Remodel, Forge, Apprentice, Salvager)
- Opponents’ Swindlers
- Opponents’ Smugglers
Antisynergies
- Lack of +Buy
- Lack of non-terminal Actions
Trivia
Secret History