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[Dominion] Peddler Card Guide - Cost-Variable Cantrip

Rating of the Prosperity card Peddler. Cost 8 (less 2 per Action in play during Buy phase) Action. +1 Card / +1 Action / +1 Coin cantrip with variable cost.

Peddler

Basic Info

  • Type: Action
  • Cost: 8 (during Buy phase, costs 2 less per Action card you have in play)
  • Effect: +1 Card / +1 Action / +1 Coin.

Rating

A hidden gem of Prosperity. Base statline is a Market-grade cantrip-Treasure (+1 Card, +1 Action, +1 Coin), with a cost mechanic that drops to 0-2 coin for a fully-running engine.

With 4+ Actions in play during the Buy phase, Peddler costs 0. Add +1 Buy and you can scoop multiple copies in a single turn — perfect for engine acceleration or pile-end games.

Overall A tier. Excellent late-game engine fuel. Worthless in pure BM since you'll never see the discount.

How to Play

Early game: usually unaffordable (8 coin = Province). Mid-game, once your engine has 4-5 Actions hitting the table per turn, redirect spending to Peddler.

Ideal Peddler-buy state: 5+ Actions in play → Peddler costs 0 → with +1 Buy, scoop 2-3 copies per turn. Bridge / Black Market / Grand Market provide the +Buy.

Each Peddler adds +1 cantrip + +1 coin to engine output, raising both draw count and money simultaneously without using a terminal slot.

Peddler Rush

On boards where Peddler reaches cost 0 with reliable +Buy, a Peddler rush wins: build engine basis (Village + draw) → 5+ Actions → buy 2-3 Peddlers per turn → engine output rises → buy more Peddlers (positive feedback).

Peddler pile depletion is a 3-pile-ending trigger. Plan deliberately for Peddler-pile empty.

Key Combos

Peddler + Bridge: +1 Buy + cost reduction. Multi-Peddler scooping per turn.

Peddler + Grand Market: Both supply +Buy; double-track buying.

Peddler + Black Market: +1 Buy + economy.

Peddler + King's Court: KC + Peddler = +3 cards / +3 actions / +3 coin.

Peddler + Vineyard (Alchemy): Action count = VP, Peddler-rich decks score.

Synergies

  • Bridge / Grand Market / Black Market: +Buy combos.
  • Smithy / Library / Council Room: Drawing engine to put 5+ Actions in play.
  • King's Court / Throne Room: Doubled effect (cost discount frozen for the turn).
  • Village / Fishing Village / Wharf: More Actions in play = lower cost.
  • Workshop (variable cost interactions).
  • Vineyard (Action count = VP).

Counters & Bad Matchups

  • BM strategy: No Action base means no discount; 8 coin → Province.
  • Boards with weak 4-coin Actions: Hard to put 5 in play.
  • Heavy Attack supplies: Engine pollution before Peddler unlocks.

Advanced Tips

Peddler needs +Buy support. Without Bridge / Grand Market / Black Market / Festival, you can't buy multi-Peddlers per turn.

"How many Peddlers per turn" is the engine quality metric. 3-4/turn = engine complete, 1-2/turn = incomplete.

3-pile ending: Stack Province + Duchy + Peddler. With 20 Peddlers (4P games), pile-empty hits a sudden stop trigger.

Vineyard synergy: Vineyard scores 1 VP per 3 Actions; Peddler is +Action and counts as Action card itself. Peddler-heavy decks turn Vineyards into bombs.