Peddler variant

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(Donald X.'s remarks on the lack of Vanilla Peddler)
(Conditional Peddlers)
 
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== List of Peddler variants ==
 
== List of Peddler variants ==
  
The Peddler variants, and their differences from the notional "vanilla Peddler", are as follows.  Cards in italics have been [[Removed cards|removed]].
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The Peddler variants, and their differences from the notional "vanilla Peddler", are as follows.  Cards in ''italics'' have been [[Removed cards|removed]].
  
 
=== Unconditional Peddlers ===
 
=== Unconditional Peddlers ===
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These cards always give at least +1 Card, +1 Action, and +{{Cost|1}} (or the equivalent).
 
These cards always give at least +1 Card, +1 Action, and +{{Cost|1}} (or the equivalent).
  
* [[Dominion (base set)|Dominion]]: {{card|Poacher}} — discards a card from hand if [[Supply]] piles are empty
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* [[Dominion (base set)|Dominion]]: {{card|Poacher}} — discards a card from hand per empty [[Supply]] pile
 
* [[Dominion (base set)|Dominion]]: {{Card|Market}} — gives [[+Buy]]
 
* [[Dominion (base set)|Dominion]]: {{Card|Market}} — gives [[+Buy]]
 
* [[Seaside]]: {{Card|Bazaar}} — gives [[villages|+2 Actions]] instead of +1
 
* [[Seaside]]: {{Card|Bazaar}} — gives [[villages|+2 Actions]] instead of +1
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* [[Prosperity]]: {{Card|Grand Market}} — gives +Buy and +{{Cost|2}} instead of {{Cost|1}}, but cannot be bought with {{Card|Copper}}
 
* [[Prosperity]]: {{Card|Grand Market}} — gives +Buy and +{{Cost|2}} instead of {{Cost|1}}, but cannot be bought with {{Card|Copper}}
 
* [[Prosperity]]: {{Card|Peddler}} — has a variable [[cost]] that enables tricks with +Buy and [[trash-for-benefit]]
 
* [[Prosperity]]: {{Card|Peddler}} — has a variable [[cost]] that enables tricks with +Buy and [[trash-for-benefit]]
* [[Hinterlands]]: {{Card|Oasis}} — discards a card from hand
 
 
* [[Hinterlands]]: {{Card|Highway}} — [[Cost reduction|reduces costs]] by {{Cost|1}} instead of giving  +{{Cost|1}}
 
* [[Hinterlands]]: {{Card|Highway}} — [[Cost reduction|reduces costs]] by {{Cost|1}} instead of giving  +{{Cost|1}}
* [[Dark Ages]]: {{Card|Junk Dealer}} — [[Trasher|trashes]] a card from hand
 
 
* [[Guilds]]: {{Card|Baker}} — gives +1 [[Coffers]] instead of +{{Cost|1}}
 
* [[Guilds]]: {{Card|Baker}} — gives +1 [[Coffers]] instead of +{{Cost|1}}
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* [[Cornucopia & Guilds]]: {{card|Joust}} – allows you to gain a [[Reward]] if you have a {{card|Province}} in hand
 
* [[Adventures]]: {{Card|Caravan Guard}} — the +{{Cost|1}} is delayed until next turn
 
* [[Adventures]]: {{Card|Caravan Guard}} — the +{{Cost|1}} is delayed until next turn
 
* [[Adventures]]: {{Card|Artificer}} — also a [[discard for benefit]] [[gainer]]
 
* [[Adventures]]: {{Card|Artificer}} — also a [[discard for benefit]] [[gainer]]
 
* [[Empires]]: {{Card|Emporium}} — also has a potential [[Triggered effects|on-gain]] +{{VP}} bonus
 
* [[Empires]]: {{Card|Emporium}} — also has a potential [[Triggered effects|on-gain]] +{{VP}} bonus
 
* [[Menagerie]]: {{Card|Fisherman}} — can cost {{Cost|3}} less if you have an empty discard pile
 
* [[Menagerie]]: {{Card|Fisherman}} — can cost {{Cost|3}} less if you have an empty discard pile
 +
* [[Allies]]: {{card|Skirmisher}} — performs a [[discard attack]] if you gain an [[Attack]] card after playing it
 +
 +
Some cards have all three bonuses that make up a peddler but cannot be used in the same way because they do not maintain handsize:
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* [[Hinterlands]]: {{Card|Oasis}} — discards a card from hand
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* [[Dark Ages]]: {{Card|Junk Dealer}} — [[Trasher|trashes]] a card from hand
  
 
=== Conditional Peddlers ===
 
=== Conditional Peddlers ===
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* [[base|Dominion]]: {{card|Merchant}}—is a Peddler variant on a turn on which you play {{card|Silver}}
 
* [[base|Dominion]]: {{card|Merchant}}—is a Peddler variant on a turn on which you play {{card|Silver}}
 
* [[Intrigue]]: {{Card|Conspirator}}—is a [[terminal silver]] if it is the first or second action played on a turn, but a cantrip later
 
* [[Intrigue]]: {{Card|Conspirator}}—is a [[terminal silver]] if it is the first or second action played on a turn, but a cantrip later
* [[Intrigue]]: {{card|Mill}}—gives +{{cost|2}} only if you discard two cards
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* [[Cornucopia]]: ''{{Card|Tournament}}''—may have its +Card and +{{Cost|1}} blocked if an opponent has a Province in hand; can gain [[Prize|Prizes]]
* [[Intrigue]]: {{Card|Mining Village}}—is a [[villages|village]] with an optional [[one-shot]] +{{Cost|2}}
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* [[Dark Ages]]: {{Card|Ironmonger}}—is a cantrip that gives +{{Cost|1}} if the second card of your deck (from the top) is a Treasure card
* [[Cornucopia]]: {{Card|Tournament}}—may have its +Card and +{{Cost|1}} blocked if an opponent has a Province in hand; can gain [[Prize|Prizes]]
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* [[Dark Ages]]: {{Card|Mystic}}—gives [[non-terminal]] +{{Cost|2}} but only draws if you can guess the card it's going to draw
 
* [[Dark Ages]]: {{Card|Mystic}}—gives [[non-terminal]] +{{Cost|2}} but only draws if you can guess the card it's going to draw
 +
* [[Cornucopia & Guilds]]: {{card|Shop}}–only allows you to play an [[Action]] you don't already have a copy of in play
 
* [[Empires]]: {{Card|Settlers}}—instead of giving +{{Cost|1}}, can put a {{card|Copper}} in your hand if you have one in your discard pile.
 
* [[Empires]]: {{Card|Settlers}}—instead of giving +{{Cost|1}}, can put a {{card|Copper}} in your hand if you have one in your discard pile.
 
* [[Empires]]: {{Card|Chariot Race}}—only gives +{{Cost|1}} if you reveal a more expensive card from your deck than the player to your left.
 
* [[Empires]]: {{Card|Chariot Race}}—only gives +{{Cost|1}} if you reveal a more expensive card from your deck than the player to your left.
* [[Nocturne]]: {{Card|Secret Cave}}—requires you to discard 3 cards first, and its +{{Cost|3}} is delayed until next turn.
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* [[Allies]]: {{card|Courier}}—allows you to choose a card from your discard pile to draw and plays it immediately instead of giving +1 Action—so it's not consistently non-terminal.
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* [[Plunder (expansion)|Plunder]]: {{card|Cabin Boy}}—optionally gives +{{cost|2}} on the next turn.
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* [[Plunder (expansion)|Plunder]]: {{card|Harbor Village}}—only gives +{{cost|1}} if the next Action you play after it also provides +{{cost}}.
  
 
=== Marginal Peddlers ===
 
=== Marginal Peddlers ===
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* [[Base|Dominion]]: {{Card|Vassal}}—a [[terminal silver]] that can play the top card of your deck if it is an [[Action]], which is kind of like giving +1 Card and +1 Action when it happens.
 
* [[Base|Dominion]]: {{Card|Vassal}}—a [[terminal silver]] that can play the top card of your deck if it is an [[Action]], which is kind of like giving +1 Card and +1 Action when it happens.
 
* [[Intrigue]]: ''{{Card|Tribute}}''—can give +2 Cards, +2 Actions, and +{{Cost|2}} under rare circumstances depending on the top of the deck of the opponent to your left.
 
* [[Intrigue]]: ''{{Card|Tribute}}''—can give +2 Cards, +2 Actions, and +{{Cost|2}} under rare circumstances depending on the top of the deck of the opponent to your left.
 +
* [[Intrigue]]: {{card|Mill}}—gives +{{cost|2}} only if you discard two cards, so it doesn't maintain handsize.
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* [[Intrigue]]: {{Card|Mining Village}}—is a [[villages|village]] with an optional [[one-shot]] +{{Cost|2}}
 
* [[Prosperity]]: {{Card|City}}—acts as combination {{Card|Village}}, {{Card|Laboratory}}, {{Card|Market}} if two supply piles are empty
 
* [[Prosperity]]: {{Card|City}}—acts as combination {{Card|Village}}, {{Card|Laboratory}}, {{Card|Market}} if two supply piles are empty
* [[Prosperity]]: {{Card|Venture}}—is a [[Treasure]], which is like being a non-terminal Action, and [[dig|digs]] for a Treasure and plays it immediately, which is similar to drawing a card
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* [[Nocturne]]: {{Card|Secret Cave}}—requires you to discard 3 cards first, so it does not maintain handsize, and its +{{Cost|3}} is delayed until next turn.
* [[Dark Ages]]: {{Card|Ironmonger}}—is a cantrip that gives +{{Cost|1}} if the second card of your deck (from the top) is a Treasure card
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 +
{{Event|Lost Arts}}, {{Event|Training}}, {{Event|Pathfinding}} can all turn an Action card pile into a Peddler variant, depending on what else the card already does.
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==Gallery==
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===Unconditional===
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{{CardImage|Artificer}}{{CardImage|Baker}}{{CardImage|Bazaar}}{{CardImage|Caravan Guard}}{{CardImage|Emporium}}{{CardImage|Fisherman}}{{CardImage|Grand Market}}{{CardImage|Highway}}{{CardImage|Junk Dealer}}{{CardImage|Market}}{{CardImage|Oasis}}{{CardImage|Peddler}}{{CardImage|Poacher}}{{CardImage|Skirmisher}}{{CardImage|Treasury}}
  
{{Event|Lost Arts}}, {{Event|Training}}, {{Event|Pathfinding}} can all turn an Action card pile into a Peddler variant, depending on what else the card already does.  All three on one Action ensure that it is a Peddler variant.
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===Conditional===
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{{CardImage|Chariot Race}}{{CardImage|Conspirator}}{{CardImage|Courier}}{{CardImage|Ironmonger}}{{CardImage|Merchant}}{{CardImage|Mystic}}{{CardImage|Settlers}}{{CardImage|Tournament}}
  
 
== Donald X.'s remarks on the lack of Vanilla Peddler ==
 
== Donald X.'s remarks on the lack of Vanilla Peddler ==

Latest revision as of 21:20, 20 February 2024

Peddler, the archetype for this category.

Peddler variant, or cantrip money, is a catch-all term for cantrips that give +$. They fit very easily into almost any engine, since, as long as they are not drawn dead by a terminal draw card with no actions remaining, they can always be played to increase buying power without obstructing your access to other engine cards.

The simplest possible Peddler variant—a card that simply gives +1 Card, +1 Action, +$1—does not exist; all Peddler variants carry at least one other bonus, penalty, or quirk aside from the cantrip-money effect. Donald X. Vaccarino has commented that leaving this niche unfilled gives him more flexibility in designing variants. Consensus among analysts was that such a card, if it existed, would be balanced at a cost of roughly $4; however, PoacherPoacher.jpg was eventually introduced with a cost of $4, and is almost strictly worse than "vanilla peddler".

Contents

[edit] List of Peddler variants

The Peddler variants, and their differences from the notional "vanilla Peddler", are as follows. Cards in italics have been removed.

[edit] Unconditional Peddlers

These cards always give at least +1 Card, +1 Action, and +$1 (or the equivalent).

Some cards have all three bonuses that make up a peddler but cannot be used in the same way because they do not maintain handsize:

[edit] Conditional Peddlers

These cards have cantrip-money effects that are not always activated.

[edit] Marginal Peddlers

These cards are not normally thought of as Peddler variants.

Lost ArtsLost Arts.jpg, TrainingTraining.jpg, PathfindingPathfinding.jpg can all turn an Action card pile into a Peddler variant, depending on what else the card already does.

[edit] Gallery

[edit] Unconditional

Artificer.jpgBaker.jpgBazaar.jpgCaravan Guard.jpgEmporium.jpgFisherman.jpgGrand Market.jpgHighway.jpgJunk Dealer.jpgMarket.jpgOasis.jpgPeddler.jpgPoacher.jpgSkirmisher.jpgTreasury.jpg

[edit] Conditional

Chariot Race.jpgConspirator.jpgCourier.jpgIronmonger.jpgMerchant.jpgMystic.jpgSettlers.jpgTournament.jpg

[edit] Donald X.'s remarks on the lack of Vanilla Peddler

In 2015, before the introduction of PoacherPoacher.jpg, Donald X. was asked why there was no "vanilla Peddler" costing $4. His answer


A $4 Peddler (are we clear on what I mean here, yes, okay) would probably be fine. I mean it would be good, but it would be acceptable power-level-wise.

The Vanilla card problem is, vanilla cards limit what other cards can do (in games where cards can't naturally just be blatantly different in power level). For example VillageVillage.jpg at $3 means VillageVillage.jpg-with-a-bonus has to cost $4+. Otherwise some people are unhappy. It is really about that unhappiness, not necessarily any other issues. If say Walled VillageWalled Village.jpg cost $3, there would be people who were pissed. It would have no other negative consequences; it's still worth avoiding.

So, again just in certain kinds of games, you want to ration out the vanilla cards. They're valuable for being very simple cards, but limit what other cards can do.

My feeling was that $4-Peddler was a good one not to do. I did it, right away, but didn't use it; the main set got MarketMarket.jpg instead. With MarketMarket.jpg I can replace the +1 Buy with a different bonus and get a parade of cards that aren't clearly better/worse across the board. And then at $4 there are a couple cards that are some mix of better and worse than $4-Peddler, although that makes them more complex cards.

In the end, well the decision not to do $4-Peddler was an early one, and the years did not produce as many comparable $4's as expected. It probably would have been fine to have had $4-Peddler exist all these years. TournamentTournament.jpg is obviously both better and worse; IronmongerIronmonger.jpg has acceptable differences. And PeddlerPeddler.jpg itself you are hoping to pay $0 for.


Attacks Attack immunityCurserDeck inspection attackDeck order attackHandsize attackJunking attackTrashing attackTurn-worsening attack
Buy/Money +BuyCost-reducerDisappearing moneyOverpayPeddler variantTerminal silverVirtual coinVirtual +Buy
Cycling Deck discarderDeck inspectorDiggingDiscard for benefitSifter
Terminality CantripNon-terminalNon-terminal drawSoft terminalTerminalTerminal drawThrone Room variantVillageConditional non-terminal
Other Alt-VPBasic cardsDuration drawCommand variantGainerLuck-basedNon-Attack interactionOne-shotRemodelerSplit pileTop deckerTrasherVanillaExtra turn
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