Trade Route
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''Setup: Put a token on each Victory card Supply pile. When a card is gained from that pile, move the token to the Trade Route mat.'' | ''Setup: Put a token on each Victory card Supply pile. When a card is gained from that pile, move the token to the Trade Route mat.'' | ||
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− | + | '''Trade Route''' is an [[Action]] card from [[Prosperity]]. It trashes a card and gives money proportional to how many different [[Victory card]]s have been purchased. As such, it becomes stronger the more different types of VP cards there are in the [[Kingdom]]. | |
== FAQ == | == FAQ == | ||
=== Official FAQ === | === Official FAQ === |
Revision as of 22:39, 5 November 2012
Trade Route | |
---|---|
Cost | 3 |
Type | Action |
Set/Expansion | Prosperity |
Illustrator | Harald Lieske |
+1 Buy + per token on the Trade Route mat. Trash a card from your hand. Setup: Put a token on each Victory card Supply pile. When a card is gained from that pile, move the token to the Trade Route mat.'' |
Trade Route is an Action card from Prosperity. It trashes a card and gives money proportional to how many different Victory cards have been purchased. As such, it becomes stronger the more different types of VP cards there are in the Kingdom.
Contents |
FAQ
Official FAQ
You get an additional Buy to use in your Buy phase. You get + per token on the Trade Route mat. Then you trash a card from your hand. If you have no cards left in hand, you do not trash one. The amount you get from Trade Route is the same as + per Victory card pile that a card has been gained from this game. If Victory cards have been gained from outside the Supply piles, for example using the promotional card Black Market, then this does not count those. Put a coin token on each Victory card pile at the start of the game. When a card is gained from a Victory card pile, move its token onto the Trade Route mat. So for example if this game includes the Dominion: Intrigue card Harem, and so far Harem and Duchy have been bought, but no-one has bought (or otherwise gained) Estate or Province or Colony, then Trade Route makes . It does not matter who gained the cards or how they gained them. You do not get any extra money if a pile has had multiple cards gained from it or is empty; all that matters is if at least one card has been gained from it. It does not matter if cards have been returned to a pile, such as with Ambassador from Dominion: Seaside; Trade Route only cares if a card was ever gained from the pile this game. If you are using Black Market and Trade Route is in the Black Market deck, put tokens on Victory card piles at the start of the game.
Other Rules clarifications
Strategy Article
Original article by theory
Depending on which way you look at it, Trade Route is either a useful card throughout the whole game, or a card that anti-synergizes with itself. The forced trashing ability is quite valuable early but a pain in the late game. But it doesn’t provide any money until the late game, and the +Buy is equally useless unless you have enough money to make it worthwhile.
In general, Silvers are preferable to Trade Route if there are other sources of card-trashing: Chapel and Steward are much faster, and Bishop and Remodel can provide bigger benefits early on. But deck-thinning is important enough that Trade Route is probably worth buying if there are no other ways to do so.
Naturally, Trade Route is most powerful when there are Victory cards in the Kingdom set, because those are usually popular enough that you can get at least some money off of the Trade Route early on. The presence of Hoard also greatly incentivizes players to pick up Duchies and Estates in order to gain Golds.
Trade Route is also useful in a hybrid Gardens strategy, taking the place of Woodcutter or Workshop. Even though it requires a card to be trashed, thus lowering your deck size, the +Buy helps make up for it. More importantly, a Gardens deck that concentrates on Gardens and Estates can guarantee at least + on the Trade Route, and often or if Great Halls or Nobles are present. Opponents are also forced to buy Victory cards earlier than they would otherwise in Gardens games, further increasing the value of your Trade Route.
Synergies/Combos
- Hoard
- Nobles, Gardens, Harems, Vineyards, and Great Halls
Antisynergies
- Treasury, since people will be discouraged from buying Victory cards
- Chapel/Steward, since they are better deck-thinners, and Trade Route’s forced trashing is more likely to be a liability
Trivia
Secret History