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'''[[Peddler]] variant''', or '''cantrip money''', is a catch-all term for [[cantrip|cantrips]] that give +{{Cost|}}. 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. | '''[[Peddler]] variant''', or '''cantrip money''', is a catch-all term for [[cantrip|cantrips]] that give +{{Cost|}}. 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, +{{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 | + | 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 roughly {{Cost|4}}, even though {{cost|4}} is the cost of {{card|Poacher}}, which is almost [[strictly better|strictly worse]] than "vanilla peddler".. |
== List of Peddler variants == | == List of Peddler variants == | ||
− | The Peddler variants, and their differences from the notional "vanilla Peddler", are as follows. Cards in | + | 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 | + | * [[Dominion (base set)|Dominion]]: {{card|Poacher}} — discards a card from hand if [[Supply]] piles are empty |
* [[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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* [[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 | ||
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=== 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 |
− | * [[ | + | * [[Intrigue]]: {{Card|Mining Village}}—is a [[villages|village]] with an optional [[one-shot]] +{{Cost|2}} |
+ | * [[Cornucopia]]: {{Card|Tournament}}—may have its +Card and +{{Cost|1}} blocked if an opponent has a Province in hand; can gain [[Prize|Prizes]] | ||
* [[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 | ||
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* [[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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=== 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. | ||
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* [[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 |
− | + | * [[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. All three on one Action ensure that it is a Peddler variant. | |
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+ | == A Peddler variant at 4 == | ||
{{Quote|Text= | {{Quote|Text= | ||
− | A {{Cost|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. | + | A {{Cost|4}} {{Card|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 | + | 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 {{Card|Village}} at {{Cost|3}} means {{Card|Village}}-with-a-bonus has to cost {{Cost|4}}+. Otherwise some people are unhappy. It is really about that unhappiness, not necessarily any other issues. If say {{Card|Walled Village}} cost {{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. | 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 {{Cost|4}}-Peddler was a good one not to do. I did it, right away, but didn't use it; the main set got {{Card|Market}} instead. With {{Card|Market}} 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 {{Cost|4}} there are a couple cards that are some mix of better and worse than {{Cost|4}}-Peddler, although that makes them more complex cards. | + | My feeling was that {{Cost|4}}-{{Card|Peddler}} was a good one not to do. I did it, right away, but didn't use it; the main set got {{Card|Market}} instead. With {{Card|Market}} 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 {{Cost|4}} there are a couple cards that are some mix of better and worse than {{Cost|4}}-{{Card|Peddler}}, although that makes them more complex cards. |
− | In the end, well the decision not to do {{Cost|4}}-Peddler was an early one, and the years did not produce as many comparable {{Cost|4}}'s as expected. It probably would have been fine to have had {{Cost|4}}-Peddler exist all these years. {{Card|Tournament}} is obviously both better and worse; {{Card|Ironmonger}} has acceptable differences. And {{Card|Peddler}} itself you are hoping to pay {{Cost|0}} for. | + | In the end, well the decision not to do {{Cost|4}}-{{Card|Peddler}} was an early one, and the years did not produce as many comparable {{Cost|4}}'s as expected. It probably would have been fine to have had {{Cost|4}}-Peddler exist all these years. {{Card|Tournament}} is obviously both better and worse; {{Card|Ironmonger}} has acceptable differences. And {{Card|Peddler}} itself you are hoping to pay {{Cost|0}} for. |
|Name=[[Donald X. Vaccarino]] | |Name=[[Donald X. Vaccarino]] | ||
|Source=[http://forum.dominionstrategy.com/index.php?topic=5799.msg462134#msg462134 Interview with Donald X.] | |Source=[http://forum.dominionstrategy.com/index.php?topic=5799.msg462134#msg462134 Interview with Donald X.] |