The documented route is a supply line, not a single building: Apothecaries produce Herbs, a Jewelry consumes Herbs for Gold and raises heirloom value, and a Reliquary-style value scorer cashes the stored value out. The front half pays even if the Reliquary never shows up, so build the supply line first and treat the scorer as the finish, not the admission ticket.
Run the Herb supply line into a Jewelry
The player route this page follows places two Apothecaries feeding one Jewelry between them: the Apothecaries supply Herbs, and the Jewelry consumes Herbs for Gold while increasing the value of your heirlooms. It is the Commercial half of a run that often starts with the herb engine on the Frontier side — the herbs you grow are the herbs you sell. Card names in this family are spelled inconsistently across player posts (Jewelry, Jeweler, Jewellery all appear), so match by what the live card does: consumes Herbs, pays Gold, raises heirloom value.
Value chain · supply, consume, store
Value needs somewhere to land
Heirloom value is not score until something counts it. The documented cash-out is a Reliquary-type value scorer benefiting from the Jewelry’s work. If the Reliquary never appears, keep the front half — Herbs in, Gold out — and let the heirloom value sit. It is not fully dead weight: the official v1.0.6 patch notes say the final Gold score now counts heirloom sell value, so appreciated heirlooms have a documented end-of-run use even without the scorer. That is a patch-note rule, not a per-week income.
Fallback fork · scorer drawn or not
Optional boosters, and their documented limits
Player posts mention Balloon Trader and Luxury-tag pieces as enhancements to this economy. Treat them as optional: the same posts tie Luxury tag-spreading to unresolved failure reports (covered on the Ghost Marketplace page), so they are not part of the dependable default. Likewise, do not merge every trader-sounding card name into one building — the sources name some pieces only once, and guessing an unverified card into the chain is how a guide becomes wrong.
When the chain underperforms
- Jewelry not consuming: check the Herb supply actually reaches it — adjacency and target rules decide consumption, not good intentions.
- Herb supply dries up: the Apothecaries are the engine’s fuel line. If they are out-produced, shrink the Commercial side before adding value pieces.
- Value rising, score flat: that is the missing-scorer state — acceptable while the Gold half pays, and the v1.0.6 final-score rule is the documented backstop.
- Tempted to force it as a win condition: this is an economy route from player reports, not a guaranteed-rank plan. If the pool refuses the pieces, the draft-pool checks explain why.
For making the Gold side work harder, multiplier placement explains what ordinary mult does and does not multiply — including why it is not a free Gold doubler here.
The route comes from the powerful combinations thread and the shop-economy thread; the final-score rule from the official news feed (v1.0.6), all read Oct 5, 2026. Player-reported with inconsistent card naming and no verified current values — not our client test.