Friendly
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== Strategy == | == Strategy == | ||
+ | The friendly trait is rather complex and requires thought and skill to play optimally around, because it presents you with a trade-off between using a card now, vs. gaining a copy of it. When a friendly card is part of a strong engine strategy, the friendly trait can make the engine easier to build, allowing quick construction in the absence of early [[gainers]] or +Buy. However, the presence of a desireable friendly card makes it likely that the friendly pile will run out quickly, which can increase the likelihood that the game ends on piles, thus making it less likely that an engine strategy is viable, and instead rewarding rush strategies. | ||
− | + | The degree to which the friendly trait alters the game depends a lot on the card's cost, with it tending to have a bigger effect when it is attached to stronger, pricier cards. The effect can be quite strong with cards costing {{Cost|5}}, and increases from there. | |
+ | |||
+ | When there is a card where you are racing other players for the split, the friendly trait can make it especially important to either obtain the card first, or to obtain multiple copies of it quickly. Because the effect can only be utilized once, cards that allow deck manipulation such as sifting or top-decking can be beneficial in these cases. | ||
+ | |||
+ | In many cases, the friendly trait has little to no effect on the game and can be ignored, such as when it is attached to a card that is undesireable, or when it is attached to a card that you only want one copy of in your deck. It also is not always beneficial even when the card it is attached to is desireable and when you want multiple copies of it. In some cases it is more beneficial to simply play the card ASAP and then buy more of it on another turn. This is often the case with a [[junking attack]], but it may also be the case with a number of other actions, depending on the situation. | ||
+ | |||
+ | One of the situations that alters the game the most is when friendly is attached to [[Alt-VP]], especially non-functional alt-VP. Normally these are dead cards in the hand, but when friendly, they serve to gain a copy of themselves. A particularly strong synergy is {{Card|Gardens}}, which benefits not only when it is the friendly card, but when any gardens-friendly card is friendly, and thus can be used to pad the deck. Friendly also tends to benefit other [[slog]]-type alt-VP cards to a degree, including {{Card|Silk Road}} and {{Card|Vineyard}}, with the added benefit of allowing you to easily obtain more Vineyards without drawing a {{Card|Potion}}, thus making that card unusually easy to obtain. {{Card|Feodum}} can also be a nice synergy, especially in the presence of a trasher as you can pack your deck with Feodums to win the split, then maybe trash one or more to pack your deck with silver and increase their value. {{Card|Territory}}, as a pricier alt-VP, also tends to have a more game-changing effect when friendly, as it is easy to make worth 4{{VP}} in most games, and a card of that worth that can freely gain a copy of itself is valuable. | ||
===English versions=== | ===English versions=== | ||
{| class="wikitable" style="text-align:center;" | {| class="wikitable" style="text-align:center;" |
Revision as of 23:50, 7 March 2023
Friendly | |
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Info | |
Type | Trait |
Set | Plunder |
Illustrator(s) | Brian Brinlee |
Trait text | |
At the start of your Clean-up phase, you may discard a Friendly card to gain a Friendly card. |
Friendly is a Trait from Plunder. Cards with this trait allow you to gain a free copy of them if you leave another copy in hand until the start of your Clean-up phase.
Contents |
FAQ
Official FAQ
- You may only discard one Friendly card per turn this way.
Other rules clarifications
- If a split pile is Friendly, you can discard a Friendly card to gain a Friendly card with a different name (e.g. discard a Battle Plan to gain a Warlord).
Strategy
The friendly trait is rather complex and requires thought and skill to play optimally around, because it presents you with a trade-off between using a card now, vs. gaining a copy of it. When a friendly card is part of a strong engine strategy, the friendly trait can make the engine easier to build, allowing quick construction in the absence of early gainers or +Buy. However, the presence of a desireable friendly card makes it likely that the friendly pile will run out quickly, which can increase the likelihood that the game ends on piles, thus making it less likely that an engine strategy is viable, and instead rewarding rush strategies.
The degree to which the friendly trait alters the game depends a lot on the card's cost, with it tending to have a bigger effect when it is attached to stronger, pricier cards. The effect can be quite strong with cards costing , and increases from there.
When there is a card where you are racing other players for the split, the friendly trait can make it especially important to either obtain the card first, or to obtain multiple copies of it quickly. Because the effect can only be utilized once, cards that allow deck manipulation such as sifting or top-decking can be beneficial in these cases.
In many cases, the friendly trait has little to no effect on the game and can be ignored, such as when it is attached to a card that is undesireable, or when it is attached to a card that you only want one copy of in your deck. It also is not always beneficial even when the card it is attached to is desireable and when you want multiple copies of it. In some cases it is more beneficial to simply play the card ASAP and then buy more of it on another turn. This is often the case with a junking attack, but it may also be the case with a number of other actions, depending on the situation.
One of the situations that alters the game the most is when friendly is attached to Alt-VP, especially non-functional alt-VP. Normally these are dead cards in the hand, but when friendly, they serve to gain a copy of themselves. A particularly strong synergy is Gardens, which benefits not only when it is the friendly card, but when any gardens-friendly card is friendly, and thus can be used to pad the deck. Friendly also tends to benefit other slog-type alt-VP cards to a degree, including Silk Road and Vineyard, with the added benefit of allowing you to easily obtain more Vineyards without drawing a Potion, thus making that card unusually easy to obtain. Feodum can also be a nice synergy, especially in the presence of a trasher as you can pack your deck with Feodums to win the split, then maybe trash one or more to pack your deck with silver and increase their value. Territory, as a pricier alt-VP, also tends to have a more game-changing effect when friendly, as it is easy to make worth 4 in most games, and a card of that worth that can freely gain a copy of itself is valuable.
English versions
Digital | Text | Release | Date | |
---|---|---|---|---|
At the start of your Clean-up phase, you may discard a Friendly card to gain a Friendly card. | Plunder | December 2022 |
Other language versions
Language | Name | Digital | Text | Notes | |
---|---|---|---|---|---|
German | Freundlich | Zu Beginn deiner Aufräumphase darfst du 1 Freundliche Karte ablegen, um 1 Freundliche Karte zu nehmen. |
Trivia
Secret History