Peddler variant
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'''{{Card|Peddler}} variant''', or '''cantrip money''', is a catch-all term for [[cantrip]]s that give +{{coin|}}. 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. | '''{{Card|Peddler}} variant''', or '''cantrip money''', is a catch-all term for [[cantrip]]s that give +{{coin|}}. 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, +{{ | + | The simplest possible Peddler variant—a card that simply gives +1 Card, +1 Action, +{{Cost|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 is that such a card, if it existed, would be balanced at a cost of {{Cost|4}}. |
==List of Peddler variants== | ==List of Peddler variants== | ||
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===Unconditional Peddlers=== | ===Unconditional Peddlers=== | ||
− | These cards always give at least +1 Card, +1 Action, and +{{ | + | These cards always give at least +1 Card, +1 Action, and +{{Cost|1}} (or the equivalent). |
* [[Dominion]]: {{Card|Market}}—gives +Buy | * [[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 | ||
* [[Seaside]]: {{Card|Treasury}}—may be top-decked instead of discarded during cleanup if you do not buy Victory cards | * [[Seaside]]: {{Card|Treasury}}—may be top-decked instead of discarded during cleanup if you do not buy Victory cards | ||
− | * [[Prosperity]]: {{Card|Grand Market}}—gives +Buy and +{{ | + | * [[Prosperity]]: {{Card|Grand Market}}—gives +Buy and +{{Cost|2}} instead of {{Cost|1}} |
* [[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|Highway}}—instead of giving +{{ | + | * [[Hinterlands]]: {{Card|Highway}}—instead of giving +{{Cost|1}}, reduces costs by {{Cost|1}} |
* [[Hinterlands]]: {{Card|Oasis}}—discards a card from hand | * [[Hinterlands]]: {{Card|Oasis}}—discards a card from hand | ||
* [[Dark Ages]]: {{Card|Junk Dealer}}—trashes a card from hand | * [[Dark Ages]]: {{Card|Junk Dealer}}—trashes a card from hand | ||
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* [[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|Mining Village}}—is a [[villages|village]] with an optional [[one-shot]] +{{ | + | * [[Intrigue]]: {{Card|Mining Village}}—is a [[villages|village]] with an optional [[one-shot]] +{{Cost|2}} |
− | * [[Cornucopia]]: {{Card|Tournament}}—may have its +Card and +{{ | + | * [[Cornucopia]]: {{Card|Tournament}}—may have its +Card and +{{Cost|1}} blocked if an opponent has a Province in hand; can gain [[Prize]]s |
− | * [[Dark Ages]]: {{Card|Mystic}}—gives [[non-terminal]] +{{ | + | * [[Dark Ages]]: {{Card|Mystic}}—gives [[non-terminal]] +{{Cost|2}} but only draws if you can guess the card it's going to draw |
===Marginal Peddlers=== | ===Marginal Peddlers=== | ||
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These cards are not normally thought of as Peddler variants. | These cards are not normally thought of as Peddler variants. | ||
− | * [[Intrigue]]: {{Card|Tribute}}—can give +2 Cards, +2 Actions, and +{{ | + | * [[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. |
* [[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]]s for a Treasure and plays it immediately, which is similar to drawing a card | * [[Prosperity]]: {{Card|Venture}}—is a [[Treasure]], which is like being a non-terminal Action, and [[dig]]s for a Treasure and plays it immediately, which is similar to drawing a card | ||
− | * [[Dark Ages]]: {{Card|Ironmonger}}—is a cantrip that gives +{{ | + | * [[Dark Ages]]: {{Card|Ironmonger}}—is a cantrip that gives +{{Cost|1}} if the top of your deck is a Treasure card |
Revision as of 04:35, 8 November 2012
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, +—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 is that such a card, if it existed, would be balanced at a cost of .
Contents |
List of Peddler variants
The Peddler variants, and their differences from the notional "vanilla Peddler", are as follows.
Unconditional Peddlers
These cards always give at least +1 Card, +1 Action, and + (or the equivalent).
- Dominion: Market—gives +Buy
- Seaside: Bazaar—gives +2 Actions instead of +1
- Seaside: Treasury—may be top-decked instead of discarded during cleanup if you do not buy Victory cards
- Prosperity: Grand Market—gives +Buy and + instead of
- Prosperity: Peddler—has a variable cost that enables tricks with +Buy and trash-for-benefit
- Hinterlands: Highway—instead of giving +, reduces costs by
- Hinterlands: Oasis—discards a card from hand
- Dark Ages: Junk Dealer—trashes a card from hand
Conditional Peddlers
These cards have cantrip-money effects that are not always activated.
- Intrigue: Conspirator—is a terminal silver if it is the first or second action played on a turn, but a cantrip later
- Intrigue: Mining Village—is a village with an optional one-shot +
- Cornucopia: Tournament—may have its +Card and + blocked if an opponent has a Province in hand; can gain Prizes
- Dark Ages: Mystic—gives non-terminal + but only draws if you can guess the card it's going to draw
Marginal Peddlers
These cards are not normally thought of as Peddler variants.
- Intrigue: Tribute—can give +2 Cards, +2 Actions, and + under rare circumstances depending on the top of the deck of the opponent to your left.
- Prosperity: City—acts as combination Village, Laboratory, Market if two supply piles are empty
- Prosperity: Venture—is a Treasure, which is like being a non-terminal Action, and digs for a Treasure and plays it immediately, which is similar to drawing a card
- Dark Ages: Ironmonger—is a cantrip that gives + if the top of your deck is a Treasure card