Trading

Trades are how resources flow between players. They help players achieve otherwise difficult actions, such as collecting a combo, launching a 2-step attack in a turn, and building a fort.

A player may initiate cards swap or blueprint purchase at the start of the shared round. Each player can only perform one trade per round during the trading window. These trades are automatically accepted and cannot be rejected by the counterparty.

At any time, a player can initiate the other types of trades: swap keys, sell key, and buy attack point. Unlike the cards swap and blueprint purchase trades, the counterparty can accept or reject the trade.

There are 5 different types of trades in Duper:

Trade ClassInitiator getsRecipient getsInitiator PrerequisiteUsage Limit
Buy blueprint1 chosen blueprint1 initiator-colored keyborders recipient OR has completed economy centeronly during trading window beginning of round; cannot use if chose swap cards
Swap cards1 chosen card1 provided card + 1 initiator-colored key + 1 goldborders recipient OR has completed economy centeronly during trading window beginning of round; cannot use if chose buy blueprint
Sell key4 gold1 sold key (cannot be initiator-colored)has completed economy center1 per round
Swap keys1 recipient-colored key2 gold + 1 initiator-colored keyborders recipient OR has completed economy center1 per round
Buy attack point1 attack point1 initiator-colored keyhas completed economy center1 per game session

Note that whatever the initiator gets comes from the recipient, and vice versa. For example, if Player A initiates a “swap keys” trade to Player B but does not have at least 2 gold, the request will fail.

More details:

  • Buy blueprint: If a player wants a plane or a fort but does not have the corresponding completed center, he may wish to initiate a “buy blueprint” trade to a player who has the researcher.
  • Swap cards: Let's say player A has 3 cards. Other players who either borders Player A's tiles or has a completed economy center would see his cards on the top of the chat. One of them, Player B, may then initiate the “swap card” trade by clicking on her desired card and providing one of her own cards.
  • Sell key: Note that the initiator may only sell a key he owns that is not his color. The “sell key” trade often creates unexpected shifts in diplomacy.

Note: A player may choose to hide some of his cards from others, for example when he is secretly collecting a 5-card straight flush. Click on the cards you wish to hide and click the crossed eye button to do so. To unhide them, click on the cards you wish to unhide and click the open eye button.