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Subject: +2 buys? rss

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Tiwaz Tyrsfist
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Gladstone
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I think I've gone through all the cards, and I think I'm right on this, but there are NO cards that give +2 or more buys, right?

I.E. there is not a single card that gives +2 buys as part of it's effect, (Not counting Wharf, which gives you +1 buy on two separate turns).


So, my next question is, would a card with +2 buy as it's only power be unbalancing?

How much would you pay for a card that just did +2 buy? 3, 4, 5-8?
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Tiwaz Tyrsfist
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Gladstone
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Poll
An Action Card that does just +2 buys...
...should cost 2 money.
...should cost 3 money.
...should cost 4 money.
...should cost 5 money.
...should cost 6 or more money.
...would unbalance the game to much.
...is just stupid, why would you want that?
      72 answers
Poll created by TiwazTyrsfist
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Marc Drebing
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Sandy
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+2 buys would work well with Gardens, just pick up two quick coppers.
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Terry Fung
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Westbury
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Agreed! Especially when gathering Counting Houses, the Copper buys makes a major difference.
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Jack Rudd
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There are no cards that give +2 Buys and no cards that give +3 Actions. I think this is because there's no easy way to cost them - the ability is usually worthless and occasionally priceless.
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Dave Goldthorpe
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One of the reasons that the wharf is a strong card is that it does give +2 buys. Having those buys in successive turns, rather than the one turn, is probably an advantage rather than a disadvantage.
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David Murray
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Plymouth
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Azorius Senate
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A card that just gave +2 Buys would be not brought in most setups and a key card in a very few setups. It's only going to be useful for a select few strategies: Gardens, Goons, Counting House. It seems silly to have a card that is never brought in most games.
 
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Dave F.
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I think +2 Buys are superfluous. A lot of cards that have +1 Buy also have another nice action like +1 Card or +1 Action.

For instance Festival has +2 Actions / +$2 and Market has +1 Card / +1 Action / + $1.

Playing several of these is not at all uncommon and will give the same result of multiple buys.


I agree that a card with just +2 Buys needs a special set to be useful, at other times it's just useless. Once you are hitting high $$$, you are usually better off buying one good card than two bad cards.
 
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Ido Abelman
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Even with goons or counting house I don't think I'll buy a card whose only effect is +2 buys. With gardens I'll think about it, but there are much better sources of +buys - even woodcutter is better. And without those cards, nobody will ever buy it.
The point is, +2 buys isn't twice as good as +1 buy. Unless you play goons/counting house/gardens you'll rarely, if ever, want to buy more than two cards in the same turn. Even wanting to buy two cards is not common.
 
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Donald X.
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Long ago I playtested a card that was "+2 Actions +2 Buys" for $2. It was awful.

+2 Buys isn't out of the question, on a card that does something else, but as has been noted, it's powerful in rare cases while normally being indistinguishable from +1 Buy.
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Mr Hen
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When the question turns to making a +2 Buys card useful I can see a few ways to try it:

* "Double Pawn" - Choose one: +2 Actions; +2 Cards; +2 Coins; +2 Buys
* Pack it with high coin - +4 Coin; +2 Buys
* Conditionally high coin - Each treasure is worth 1 more Coin this turn; +2 Buys
* "Double Bridge" - Cards cost 2 less; +2 Buys
* One-time affect - +1 Card; +1 Action; You may trash this card for +2 Buys

Essentially, instead of making it usually suck and powerful sometimes, just make it really powerful. That way the "suck" doesn't need to be balanced into the card's cost.

Personally, things like Double Bridge don't do it for me. Likewise, most of the other suggestions are all copies of other cards with +Buy tacked on: Pawn, Contraband, Bank, Mining Village.

Finding a way to uniquely make +2 Buy matter is a good trick.

Other ideas (also mostly found in other cards):

* +1 Buy; Trash a card from your hand for another +Buy
* Reveal the top 3 cards from your deck; +Buy for each Treasure revealed. Put the revealed cards back in any order.
* +2 Cards; +2 Buys; You must use all Buys available this turn
* +2 Buys; Set aside any cards you buy this turn. Return them to your deck at the end of the game.

Anyhoo, just ideas. That last one seems pretty awesome/broken.
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