When writing
this response I was wondering how much an action card giving +2 cards, +$1 (terminally) would cost. Why not make a thread discussing the cost of vanilla cards like this? I think some cards would lead to an interesting discussion, and can be useful when considering the price of fan-made cards. Some cards cannot be properly priced, but for this thread "strong at $4, weak at $5" is good enough.
Disclaimer: I do not suggest these cards as fan cards. By being vanilla, they will all be boring. This is just an exercise to attach a price to cards. For example, consider the following card:
(Action)
+3 cards
You may discard 6 cards. If you do: +1 card.
This would be a terrible card, because (1) it will almost play exactly the same as Smithy and (2) it's strictly better than Smithy. Still, I think no-one would argue that
if you want to price this card, it would cost 4. That's what this thread it all about.
Also, I want to only consider reasonable cards within the price range 2~7 (or maybe 8
). It's not so interesting whether an action giving "+7 Cards" should cost $12 or $15 or whether an action giving "+2 Actions" (Necropolis) should cost 1 or 0 when it is the supply.
Ok, with that out of the way, let's start.
Single vanilla bonus(Action) +$2
Cost: (weak at) 2.
I think the topdeck inspection for every player doesn't make Duchess better or worse.
(Action) +$3
Cost: (weak) 5.
Compares pretty unfavorably to Harvest, which is weak at $5. I think this would be too strong at $4, though.
(Action) +$4
Cost: 7 or 6.
I'm wondering whether this is too strong at $6. It sounds too strong compared to gold, but on second thought, I think it wouldn't break much. Big money with this card at 6 wouldn't be so strong, I think. And for engines I also don't think it's too strong.
(Action) +$5
Cost: 8
I don't see any other price for it.
(Action) +2 Cards
Cost: (weak at) 2.
Strictly weaker than Moat, but not too bad.
(Action) +4 Cards
Cost: 6.
Almost Hunting Grounds.
(Action) +3 Actions
Cost: 2.
I think this would be reasonable at $2. Weak, but sometimes worth it.
(adding more actions would be pretty pointless, and a card which only gives "+n Buys" is very weak, so I don't consider them)
Terminals(Action) +2 Cards +$1
Cost: 4.
I'm interested whether people think this is stronger or weaker than Smithy. I think it's a hard question, but currently I go for slightly weaker but only very slightly.
(Action) +1 Card +$2
Cost: 4.
I can't decide whether this is stronger or weaker than Smithy (or different terminal silvers at $4)
(Action) +3 Cards +$1
Cost: 6.
I think this is weaker than Hunting Grounds (on the other hand, with HG you can easily overdraw your deck, while here those "extra cards" are converted to Copper). Could this cost 5? I think not.
(Action) +2 Cards +$2
Cost: 6?
(Action) +1 Card +$3
Cost: 6? 7?
(Action) +2 Cards +1 Buy
Cost: 2 (3?)
(Action) +1 Card +1 Buy +$1
Cost: 2.
I think this would be perfectly priced at 2.
(Action) +3 Cards +1 Buy
Cost: between 4 and 5
Compare with Smithy and Margrave
(Action) +2 Cards +1 Buy +$1
Cost: (strong) 4
(Action) +1 Cards +1 Buy +$2
Cost: 4? strong 4?
(Action) +1 Buy +$3
Cost: 5.
I think this would be an okay $5.
(Action) +4 Cards +1 Buy
Cost: 7.
Can this cost 6? I think not, adding a buy to Hunting Grounds is pretty big.
(Action) +1 Buy +$4
Cost: 7.
Nonterminal Non-cantrip (including villages)
+1 Action +$n is very similar to the basic Treasures, and should cost the same (sometimes it is an advantage and sometimes it hurts when it is an action).
(Action) +1 Action +1 Buy +$1
Cost: 2.
Strictly weaker than Candlestick Maker, but still decent.
(Action) +1 Action +1 Buy +$2
Cost: 4.
(Action) +1 Action +1 Buy +$3
Cost: 7.
(Action) +2 Actions +$2
Cost: 4.
Hard one. A Fishing Village which does not give an action next turn, but gives the second coin immediately. I think Fishing Village is generally better, but you would never buy Silver over this (maybe except when Terminal Draw big money is the only thing on this board) (you also hardly buy Silver over Fishing Village, but that does happen sometimes), so it cannot reasonably cost 3 (and as Donald has argues, cards strictly better than Silver also shouldn't cost 4, but let's ignore that for the moment). This also compares too favorably to (vanilla) Village when priced at $3.
(Action) +2 Actions +1 Buy +$2
Cost: 4.
Is it strong at 4? It is definitely weak at 5. CantripsAlmost all vanilla villages have been printed, the only semi-interesting one left is the following:
(Action) +1 Card +2 Actions +1 Buy +$1
Cost: 6.
Bazaar + Buy or Market + Action, both comparisons make $6 a good price.
non-villages:
(Action) +1 Card +1 Action +$1
Cost: 4.
I think Peddler is almost universally regarded as worth 4.
(Action) +1 Card +1 Action +$2
Cost: 7.
(Action) +1 Card +1 Action +1 Buy
Cost: between 2 and 3.
I think this would be a little too useful for a $2-card, but it compares really unfavorable to Market Square at 3. I do not buy Market Square often without the possibility of the reaction triggering.
(Action) +2 Cards +1 Action +1 Buy
Cost: 6.
Lab + Buy is a reasonable 6, I think.
Almost vanilla(Treasure) +1 Buy. Worth 2.
Cost: 4.
Although Silver+ cannot cost 4, I think this would be the only reasonable price. Or can this be defended at 5?
(Treasure) +1 Buy. Worth 3.
Cost: 7.
(Action) + 2 Cards +1 Action. Discard 2 cards.
Cost: 2.
(Action) + 2 Cards +1 Action. Discard a card.
Cost: 4.
Too strong at 3, I think?
(Action) + 3 Cards +1 Action. Discard 2 cards.
Cost: 5.
Too strong at 4, I think?
(Action) + 3 Cards +1 Action. Discard a card.
Cost: 8.
Can this be justified at 7?
Do any of the above cards change when you first discard and then draw?
Okay, that's it. If you think I missed something which fits here, feel free to suggest it. This post is meant to encourage discussion about these prices (the very long list of cards might have a deterrent effect, sorry for that). Let me conclude with a fun fact I discovered: There is no official kingdom card which is terminal and always draws 1 card (in addition to other effects). Apparently "+1 Card" is not a good vanilla bonus.