+Buy
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* {{Card|Storeroom}} | * {{Card|Storeroom}} | ||
* {{Card|Merchant Guild}} | * {{Card|Merchant Guild}} | ||
+ | * {{Card|Peasant}} | ||
* {{Card|Messenger}} | * {{Card|Messenger}} | ||
+ | * {{Card|Wine Merchant}} | ||
{{Card|Black Market}} does not technically provide +Buy, but it lets you buy an additional card during the [[Action phase]]. | {{Card|Black Market}} does not technically provide +Buy, but it lets you buy an additional card during the [[Action phase]]. | ||
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* {{Card|Wharf}} | * {{Card|Wharf}} | ||
* {{Card|Margrave}} | * {{Card|Margrave}} | ||
+ | * {{Card|Ranger}} | ||
=== [[Cantrip]] === | === [[Cantrip]] === | ||
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* {{Card|Sir Martin}} has +2 buys as his vanilla bonus in addition to the [[Knight]] attack. | * {{Card|Sir Martin}} has +2 buys as his vanilla bonus in addition to the [[Knight]] attack. | ||
* {{Card|Bridge Troll}} provides +Buy on two turns, and also [[Cost reduction|reduces costs]] on those turns. | * {{Card|Bridge Troll}} provides +Buy on two turns, and also [[Cost reduction|reduces costs]] on those turns. | ||
+ | * {{Event|Travelling Fair}} is a sort of "+Buy [[Village (card category)]]", turning 1 Buy into 2, while also letting you [[Top decker|top-deck]] cards you gain. | ||
== Synergies == | == Synergies == |
Revision as of 11:34, 18 April 2015
Playing a card that provides +buy increases the number of cards you are allowed to buy during your buy phase.
+Buy is an essential component of most engine strategies, since engines can take a long time to build; +buy allows you to acquire engine components more rapidly, thus speeding up the construction of the engine, and once the engine is running it allows you to buy multiple Victory cards at once to make up for the slower start. An easy trap to fall into is that of "overbuilding" an engine in the absence of +Buy: there's no use in building a deck that can regularly generate each turn if you can still only buy one Province with it. In some engines, it is good strategy to wait to buy even a relatively cheap +buy card until the engine is regularly producing lots of each turn, though, if the +buy card doesn't itself help the engine get moving—"paying for Herbalist".
In a Big Money strategy, +buy is usually less useful, since on most turns in most Big Money decks you just want to buy the most expensive card you can, and you'll rarely have a turn with enough to buy both a Province and something else useful. The opportunity cost of getting a card just for its +buy is usually too great in these decks.
Alt-VP rushes also usually benefit from +buy, since these decks depend on gaining large numbers of relatively cheap cards, and extra buys can often be used even on Copper rather than go to waste.
Gainers and remodelers are sometimes referred to as "virtual +buy", since they provide other ways to gain multiple cards per turn. Gainers and remodelers don't depend on having enough money to spend to buy additional cards as +buy cards do, but they are usually less flexible in other ways.
Some cards that give +buy have it as part of their core function, such as Woodcutter: virtually the only reason to buy Woodcutter is if you want +buy. In some cases, a card offers +buy as a feature that synergizes with its core function: Goons offers you a + reward per card you buy, and gives +buy to make the reward go farther. Other cards have +buy merely as an extra vanilla bonus that keeps the card competitive with other cards at the same cost: Margrave is a useful card even in Big Money if you never use its +buy, but the fact that it has +buy compensates for the fact that its attack is not very strong and makes it easier to include in an engine.
Contents |
Cards that give +buy
Terminal +Coin
- Woodcutter
- Baron
- Bridge
- Salvager
- Goons
- Herbalist
- Trade Route
- Princess
- Horse Traders
- Nomad Camp
- Spice Merchant
- Squire
- Storeroom
- Merchant Guild
- Peasant
- Messenger
- Wine Merchant
Black Market does not technically provide +Buy, but it lets you buy an additional card during the Action phase.
Terminal draw
Cantrip
- Market
- Worker's Village
- activated City
- Grand Market
- Hamlet
- Market Square
Treasures and disappearing money
Other
- Pawn can provide +buy in combination with any of +Action, +Card, or +.
- Tactician gives +buy on the next turn only.
- Ruined Market provides only +Buy; it's occasionally claimed that this is the one Ruins card you might intentionally gain in order to build an engine.
- Sir Martin has +2 buys as his vanilla bonus in addition to the Knight attack.
- Bridge Troll provides +Buy on two turns, and also reduces costs on those turns.
- Travelling Fair is a sort of "+Buy Village (card category)", turning 1 Buy into 2, while also letting you top-deck cards you gain.
Synergies
- Engine strategies in general
- Alt-VP rushes and deck-bloating strategies such as Gardens, Silk Road, Vineyard, and Philosopher's Stone
- Highway and Quarry
- Goons
- Peddler
- Potion