Peddler variant: Difference between revisions

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→‎Marginal Peddlers: there's marginal and then there's marginal—I think "can be a peddler under circumstances that virtually never happen" should not be listed here
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[[Image:Peddler.jpg|thumb|right|200px|[[Peddler]], the archetype for this category.]]
[[Image:Peddler.jpg|thumb|right|200px|[[Peddler]], the archetype for this category.]]


'''[[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 {{Costplus}}. 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 is that such a card, if it existed, would be balanced at a cost of {{Cost|4}}.
The simplest possible Peddler variant—a card that simply gives +1 Card, +1 Action, {{Costplus|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 {{Cost|4}}; however, {{card|Poacher}} was eventually introduced with a cost of {{cost|4}}, and 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.
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 ===


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 {{Costplus|1}} (or the equivalent).


* [[Dominion (base set)|Dominion]]: {{card|Poacher}}—discards a card from hand if supply piles are empty
* {{Set|Dominion}}: {{Card|Market}} — gives [[+Buy]]
* [[Dominion (base set)|Dominion]]: {{Card|Market}}—gives +Buy
* {{Set|Dominion}}: {{Card|Poacher}} — discards a card from hand per empty [[Supply]] pile
* [[Seaside]]: {{Card|Bazaar}}—gives [[villages|+2 Actions]] instead of +1
* {{Set|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
* {{Set|Seaside}}: {{Card|Treasury}} — may be top-decked during Clean-up if you do not buy any [[Victory]] cards
* [[Prosperity]]: {{Card|Grand Market}}—gives +Buy and +{{Cost|2}} instead of {{Cost|1}}
* {{Set|Prosperity}}: {{Card|Grand Market}} — gives +Buy and {{Costplus|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]]
* {{Set|Prosperity}}: {{Card|Peddler}} — has a variable [[cost]] that enables tricks with +Buy and [[trash-for-benefit]]
* [[Hinterlands]]: {{Card|Oasis}}—discards a card from hand
* {{Set|Hinterlands}}: {{Card|Highway}} [[Cost reduction|reduces costs]] by {{Cost|1}} instead of giving {{Costplus|1}}
* [[Hinterlands]]: {{Card|Highway}}—instead of giving +{{Cost|1}}, reduces costs by {{Cost|1}}
* {{Set|Cornucopia & Guilds}}: {{Card|Baker}} — gives +1 [[Coffers]] instead of {{Costplus|1}}
* [[Dark Ages]]: {{Card|Junk Dealer}}—trashes a card from hand
* {{Set|Cornucopia & Guilds}}: {{Card|Joust}} – allows you to gain a [[Reward]] if you have a {{Card|Province}} in hand
* [[Guilds]]: {{Card|Baker}}—gives a [[Coin token]] instead of +{{Cost|1}}
* {{Set|Adventures}}: {{Card|Artificer}} — also a [[discard for benefit]] [[gainer]]
* [[Adventures]]: {{Card|Caravan Guard}}—the +{{Cost|1}} is delayed until next turn
* {{Set|Adventures}}: {{Card|Caravan Guard}} — the {{Costplus|1}} is delayed until next turn
* [[Adventures]]: {{Card|Artificer}}—also a [[discard for benefit]] [[gainer]]
* {{Set|Empires}}: {{Card|Emporium}} — also has a potential [[Triggered effects|on-gain]] {{VP|+}} bonus
* [[Empires]]: {{card|Emporium}}—also has a potential on-gain +{{VP}} bonus
* {{Set|Menagerie}}: {{Card|Fisherman}} — can cost {{Cost|3}} less if you have an empty discard pile
* {{Set|Allies}}: {{Card|Skirmisher}} — performs a [[discard attack]] if you gain an [[Attack]] card after playing it
* {{Set|Rising Sun}}: {{Card|Tea House}} — gives {{Costplus|2}}, and is an [[Omen]]


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


* [[base|Dominion]]: {{card|Merchant}}—is a Peddler variant on a turn on which you play {{card|Silver}}
* {{Set|Dominion}}: {{Card|Merchant}} — is a Peddler variant on a turn on which you play {{card|Silver}}
* [[Base|Dominion]]: {{Card|Vassal}}—a [[terminal silver]] that functions as a cantrip if the top card of your deck is an [[Action]]
* {{Set|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
* {{Set|Dark Ages}}: {{Card|Ironmonger}} — is a cantrip that gives {{Costplus|1}} if the second card of your deck (from the top) is a Treasure card
* [[Intrigue]]: {{card|Mill}}—gives +{{cost|2}} only if you discard two cards
* {{Set|Dark Ages}}: {{Card|Mystic}} — gives [[non-terminal]] {{Costplus|2}} but only draws if you can guess the card it's going to draw
* [[Intrigue]]: {{Card|Mining Village}}—is a [[villages|village]] with an optional [[one-shot]] +{{Cost|2}}
* {{Set|Cornucopia & Guilds}}: {{Card|Shop}} – only allows you to play an [[Action]] you don't already have a copy of in play
* [[Cornucopia]]: {{Card|Tournament}}—may have its +Card and +{{Cost|1}} blocked if an opponent has a Province in hand; can gain [[Prize|Prizes]]
* {{Set|Cornucopia & Guilds}}: ''{{Card|Tournament}}'' — may have its +Card and {{Costplus|1}} blocked if an opponent has a Province in hand; can gain [[Prize]]s
* [[Dark Ages]]: {{Card|Mystic}}—gives [[non-terminal]] +{{Cost|2}} but only draws if you can guess the card it's going to draw
* {{Set|Empires}}: {{Card|Chariot Race}} — only gives {{Costplus|1}} if you reveal a more expensive card from your deck than the player to your left.
* [[Empires]]: {{Card|Settlers}}—instead of giving +{{Cost|1}}, can put a {{card|Copper}} in your hand if you have one in your discard pile.
* {{Set|Empires}}: {{Card|Settlers}} — instead of giving {{Costplus|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.
* {{Set|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.
* {{Set|Plunder}}: {{Card|Cabin Boy}} — optionally gives {{Costplus|2}} on the next turn.
* {{Set|Plunder}}: {{Card|Harbor Village}} — only gives {{Costplus|1}} if the next Action you play after it also provides {{Costplus}}.
 
=== Peddlers without maintained handsize ===
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:
* {{Set|Intrigue}}: {{Card|Mill}} — gives {{Costplus|2}} only if you discard two cards
* {{Set|Hinterlands}}: {{Card|Oasis}} — discards a card from hand
* {{Set|Dark Ages}}: {{Card|Junk Dealer}} — [[Trasher|trashes]] a card from hand
* {{Set|Allies}}: {{Card|Capital City}} gives {{Costplus|2}} only if you discard two cards


=== 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 +{{Cost|2}} under rare circumstances depending on the top of the deck of the opponent to your left.
* {{Set|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.
* [[Prosperity]]: {{Card|City}}—acts as combination {{Card|Village}}, {{Card|Laboratory}}, {{Card|Market}} if two supply piles are empty
* {{Set|Intrigue}}: {{Card|Mining Village}} — is a [[villages|village]] with an optional [[one-shot]] {{Costplus|2}}
* [[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
* {{Set|Intrigue}}: ''{{Card|Tribute}}'' — can give +2 Cards, +2 Actions, and {{Costplus|2}} under rare circumstances depending on the top of the deck of the opponent to your left.
* [[Dark Ages]]: {{Card|Ironmonger}}—is a cantrip that gives +{{Cost|1}} if the top of your deck is a Treasure card
* {{Set|Prosperity}}: {{Card|City}} — acts as combination {{Card|Village}}, {{Card|Laboratory}}, {{Card|Market}} if two supply piles are empty
* {{Set|Cornucopia & Guilds}}: {{Card|Plaza}} — gives [[coffers]] if you discard a [[Treasure]] from hand
* {{Set|Nocturne}}: {{Card|Secret Cave}} — requires you to discard 3 cards first, so it does not maintain handsize, and its {{Costplus|3}} is delayed until next turn.
* {{Set|Menagerie}}: {{Card|Scrap}} — can give +1 Card, +1 Action, and {{Costplus|1}} if the gained card costs at least {{Cost|3}} but since it trashes a card it doesn't maintain handsize
 
{{Event|Lost Arts}}, {{Event|Pathfinding}}, {{Event|Training}}, and {{Card|Teacher}} can all turn an Action card pile into a Peddler variant, depending on what else the card already does.
 
{{Card|Elder}} allows {{Card|Courser}}, {{Card|Minion}}, {{Card|Pawn}}, {{Card|Spice Merchant}}, {{Card|Town}}, {{Card|Town Crier}}, and ''{{Card|Trusty Steed}}'' to be played as Peddler variants. However if taking the play of Elder into account, maintaining handsize requires drawing 2 cards, which only some of these cards can.
 
==Gallery==
===Unconditional===
{{CardImage|Artificer}}{{CardImage|Baker}}{{CardImage|Bazaar}}{{CardImage|Caravan Guard}}{{CardImage|Emporium}}{{CardImage|Fisherman}}{{CardImage|Grand Market}}{{CardImage|Highway}}{{CardImage|Joust}}{{CardImage|Market}}{{CardImage|Peddler}}{{CardImage|Poacher}}{{CardImage|Skirmisher}}{{CardImage|Tea House}}{{CardImage|Treasury}}
 
===Conditional===
{{CardImage|Cabin Boy}}{{CardImage|Chariot Race}}{{CardImage|Conspirator}}{{CardImage|Courier}}{{CardImage|Harbor Village}}{{CardImage|Ironmonger}}{{CardImage|Merchant}}{{CardImage|Mystic}}{{CardImage|Settlers}}{{CardImage|Shop}}
 
=== Doesn't maintain handsize ===
{{CardImage|Capital City}}{{CardImage|Junk Dealer}}{{CardImage|Mill}}{{CardImage|Oasis}}{{CardImage|Plaza}}
 
=== Removed cards ===
{{CardImage|Tournament}}
 
== Donald X.'s remarks on the lack of Vanilla Peddler ==
In 2015, before the introduction of {{card|Poacher}}, [[Donald X.]] was asked why there was no "vanilla Peddler" costing {{coin|4}}. His answer
 
{{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.
 
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.


{{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.
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.


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.
|Name=[[Donald X. Vaccarino]]
|Source=[http://forum.dominionstrategy.com/index.php?topic=5799.msg462134#msg462134 Interview with Donald X.]
}}
{{Navbox card categories}}
{{Navbox card categories}}


[[Category:Card categories]]
[[Category: Buy/Money]]

Revision as of 13:58, 18 August 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, Poacher was eventually introduced with a cost of $4, and is almost strictly worse than "vanilla peddler".

List of Peddler variants

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

Unconditional Peddlers

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

Conditional Peddlers

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

Peddlers without maintained handsize

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:

Marginal Peddlers

These cards are not normally thought of as Peddler variants.

Lost Arts, Pathfinding, Training, and Teacher can all turn an Action card pile into a Peddler variant, depending on what else the card already does.

Elder allows Courser, Minion, Pawn, Spice Merchant, Town, Town Crier, and Trusty Steed to be played as Peddler variants. However if taking the play of Elder into account, maintaining handsize requires drawing 2 cards, which only some of these cards can.

Gallery

Unconditional

Conditional

Doesn't maintain handsize

Removed cards

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

In 2015, before the introduction of Poacher, 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 Village at $3 means Village-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 Village 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 Market instead. With 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 $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. Tournament is obviously both better and worse; Ironmonger has acceptable differences. And Peddler 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