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== Symbols in costs ==
 
== Symbols in costs ==
Most cards include [[Coin]]s in their cost, symbolized {{Cost}}. To buy a card with {{Cost}} in the cost, you must have made enough {{Cost}} during your turn. The primary way of making {{Cost|}} is by playing [[Action]] and [[Treasure]] cards. [[Coffers]] and some [[Event]]s, [[Artifact|Artifacts]], [[Boon]]s, [[Ally|Allies]], and [[Night]] cards provide additional ways to make {{Cost}}.
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Most cards include [[Coin]]s in their cost, symbolized {{Cost}}. To buy a card with {{Cost}} in the cost, you must have made enough {{Cost}} during your turn. The primary way of making {{Cost|}} is by playing [[Action]] and [[Treasure]] cards. [[Coffers]] and some [[Event]]s, [[Artifact|Artifacts]], [[Boon]]s, and [[Night]] cards provide additional ways to make {{Cost}}.
  
 
Some cards in [[Alchemy]] include {{Card|Potion}} in their cost, symbolized {{P}}. This may be in addition to some number of {{Cost}}. The {{Cost}} and {{P}} components of costs are orthogonal; {{Cost|1}} is not greater than, less than, or equal to {{P}}. To buy a card with {{P}} in the cost, you must have played a Potion, in addition to having made enough {{Cost}} to pay for the {{Cost}} portion of the card's cost.
 
Some cards in [[Alchemy]] include {{Card|Potion}} in their cost, symbolized {{P}}. This may be in addition to some number of {{Cost}}. The {{Cost}} and {{P}} components of costs are orthogonal; {{Cost|1}} is not greater than, less than, or equal to {{P}}. To buy a card with {{P}} in the cost, you must have played a Potion, in addition to having made enough {{Cost}} to pay for the {{Cost}} portion of the card's cost.
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Some cards in [[Guilds]] include a superscript plus sign in their cost (e.g., {{Cost|3+}}). This indicates the card may be [[overpay|overpaid]] for.
 
Some cards in [[Guilds]] include a superscript plus sign in their cost (e.g., {{Cost|3+}}). This indicates the card may be [[overpay|overpaid]] for.
  
Some cards include an asterisk in their cost (e.g., {{Cost|0*}}). This indicates there is something unusual about the card's cost. Cards from [[non-Supply]] piles have asterisks in their costs to remind players that, despite having a cost, they cannot be bought. {{Card|Peddler}}, {{card|Destrier}}, {{card|Wayfarer}}, and {{card|Fisherman}} have asterisks to remind players that they have effects that change their cost, and {{card|Animal Fair}} has an asterisk to remind players that there's an alternative way to buy it other than by paying its cost. Cards with asterisks can be found in [[Prosperity]], [[Cornucopia]], [[Dark Ages]], [[Adventures]], [[Nocturne]], [[Menagerie (expansion)|Menagerie]], and {{set|Plunder}}.
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Some cards include an asterisk in their cost (e.g., {{Cost|0*}}). This indicates there is something unusual about the card's cost. Cards from [[non-Supply]] piles have asterisks in their costs to remind players that, despite having a cost, they cannot be bought. {{Card|Peddler}}, {{card|Destrier}}, {{card|Wayfarer}}, and {{card|Fisherman}} have asterisks to remind players that they have effects that change their cost, and {{card|Animal Fair}} has an asterisk to remind players that there's an alternative way to buy it other than by paying its cost. Cards with asterisks can be found in [[Prosperity]], [[Cornucopia]], [[Dark Ages]], [[Adventures]], [[Nocturne]], and [[Menagerie (expansion)|Menagerie]].
  
 
Asterisks and plus signs are only reminders; unless otherwise specified, a card still has its normal cost for all purposes described below.
 
Asterisks and plus signs are only reminders; unless otherwise specified, a card still has its normal cost for all purposes described below.
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* Most [[trash-for-benefit]] cards have effects that depend on the cost of the trashed card.
 
* Most [[trash-for-benefit]] cards have effects that depend on the cost of the trashed card.
 
* Only cards with certain costs may be {{Card|Young Witch|Young Witch's}} bane.
 
* Only cards with certain costs may be {{Card|Young Witch|Young Witch's}} bane.
* Only cards with certain costs may be commanded by {{Card|Band of Misfits}}, {{Card|Overlord}}, or {{card|Captain}}, or be set aside by {{Card|Prince}}, {{Event|Inheritance}}, {{Event|Summon}}, or {{Way|Way of the Mouse}}.
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* Only cards with certain costs may be commanded by {{Card|Band of Misfits}}, {{Card|Overlord}}, or {{card|Captain}}, or be set aside by {{Card|Prince}}, {{Event|Inheritance}}, or {{Event|Summon}}.
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* Only cards with certain costs may be set aside by {{Way|Way of the Mouse}}.
 
* The effect of the card {{card|Chariot Race}} depends on comparing the costs of two other cards.
 
* The effect of the card {{card|Chariot Race}} depends on comparing the costs of two other cards.
  
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== Changes in cost ==
 
== Changes in cost ==
Some things have effects that temporarily or permanently [[Cost reduction|change the cost]] of some or all cards: {{Card|Bridge}}, {{Card|Bridge Troll}}, {{Project|Canal}}, {{trait|Cheap}}, {{card|Destrier}}, {{ally|Family of Inventors}}, {{Event|Ferry}}, {{card|Fisherman}}, {{Card|Highway}}, {{Card|Inventor}}, {{Card|Peddler}}, {{Card|Princess}}, {{Card|Quarry}} and {{card|Wayfarer}}. When these effects occur, the affected costs are changed for all purposes (see above). These abilities change the costs of cards, but not of Events or Projects.
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Some things have effects that temporarily [[Cost reduction|change the cost]] of some or all cards: {{Card|Bridge}}, {{Card|Bridge Troll}}, {{Project|Canal}}, {{card|Destrier}}, {{Event|Ferry}}, {{card|Fisherman}}, {{Card|Highway}}, {{Card|Inventor}}, {{Card|Peddler}}, {{Card|Princess}}, {{Card|Quarry}} and {{card|Wayfarer}}. When these effects occur, the effected costs are changed for all purposes (see above). These abilities change the costs of cards, but not of Events or Projects.
  
 
== Strategy ==
 
== Strategy ==
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* Cards with beneficial on-gain or on-buy effects typically cost more than their on-play effect would seem to require.
 
* Cards with beneficial on-gain or on-buy effects typically cost more than their on-play effect would seem to require.
 
* Some cards' costs differ from what their power levels might suggest in order to interact better with other cards. {{Card|Rats}} costs {{Cost|4}} to interact favorably with trash-for-benefit cards, while {{Card|Border Village}} costs {{Cost|6}} to give you a wider range of other cards to gain with its when-gain ability.
 
* Some cards' costs differ from what their power levels might suggest in order to interact better with other cards. {{Card|Rats}} costs {{Cost|4}} to interact favorably with trash-for-benefit cards, while {{Card|Border Village}} costs {{Cost|6}} to give you a wider range of other cards to gain with its when-gain ability.
* Some strong [[non-Supply]] cards, such as {{card|Wish}} and [[Reward]]s, cost {{Cost|0*}} in order to remind the player that they cannot be bought, and to make them less appealing targets for [[trash-for-benefit]] effects. However, other non-Supply cards, such as [[Loot]] and {{card|Horse}}s, do have costs roughly commensurate with their power level.  
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* Some strong non-Supply cards cost {{Cost|0*}} in order to remind the player that they cannot be bought.
  
 
In general, a card will never be [[strictly better]] than a similar card with the same or a higher cost.
 
In general, a card will never be [[strictly better]] than a similar card with the same or a higher cost.
  
Most [[Kingdom card]]s cost between {{Cost|2}} and {{Cost|6}}. There are only eleven Kingdom piles with cards costing more than {{Cost|6}} and one Kingdom card costing less than {{Cost|2}}. This means most games of Dominion do not have Supply cards costing {{Cost|1}} or {{Cost|7}}. These gaps can influence gameplay in subtle but substantial ways. For examples, {{Card|Upgrade}} can trash {{Card|Copper}} without gaining anything, and cannot trash anything to gain a {{Card|Province}}. In the rare games when cards costing {{Cost|1}} or {{Cost|7}} are in the Supply, the utility of a card like Upgrade can change dramatically.
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Most [[Kingdom card]]s cost between {{Cost|2}} and {{Cost|6}}. There are only nine Kingdom piles with cards costing more than {{Cost|6}} and one Kingdom card costing less than {{Cost|2}}. This means most games of Dominion do not have Supply cards costing {{Cost|1}} or {{Cost|7}}. These gaps can influence gameplay in subtle but substantial ways. For examples, {{Card|Upgrade}} can trash {{Card|Copper}} without gaining anything, and cannot trash anything to gain a {{Card|Province}}. In the rare games when cards costing {{Cost|1}} or {{Cost|7}} are in the Supply, the utility of a card like Upgrade can change dramatically.
  
 
=== 0 cost ===
 
=== 0 cost ===
Cards that cost {{Cost|0}} are either meant to be so terrible that they're essentially free (e.g., {{Card|Copper}}, {{Card|Curse}}, and [[Ruins]]), or are non-Supply cards that are meant to be quite powerful. In the latter case, a zero cost helps indicate that these are not normal cards, and discourages any other use for them than playing them (such as [[Remodeler|remodeling]] them).
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Cards that cost {{Cost|0}} are either meant to be so terrible that they're essentially free (e.g., {{Card|Copper}}, {{Card|Curse}}, and [[Ruins]]), or are non-Supply cards that are meant to be quite powerful. In the latter case, a null cost helps indicate that these are not normal cards, and discourages any other use for them than playing them (such as [[Remodeler|remodeling]] them).
  
 
Events that cost {{Cost|0}} are meant to be always available, and come with some penalty or restriction to prevent their abuse.
 
Events that cost {{Cost|0}} are meant to be always available, and come with some penalty or restriction to prevent their abuse.
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Cards that cost {{Cost|1}} do so mainly as a gimmick: {{Card|Poor House}} has this cost for flavor reasons, and to change early game playstyles.
 
Cards that cost {{Cost|1}} do so mainly as a gimmick: {{Card|Poor House}} has this cost for flavor reasons, and to change early game playstyles.
  
{{Event|Save}} and {{event|Bury}}, the Events that cost {{Cost|1}}, have a relatively minor effects that are intended to be almost always available.
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{{Event|Save}}, the only Event that costs {{Cost|1}}, has a relatively minor effect that is intended to be almost always available.
  
 
=== 2 cost ===
 
=== 2 cost ===
 
{{Cost|2}} is the lowest normal cost for Kingdom cards. Cards that cost {{Cost|2}} are priced so players can always open with them, and can easily pick up extra copies of them with spare Buys. These include:
 
{{Cost|2}} is the lowest normal cost for Kingdom cards. Cards that cost {{Cost|2}} are priced so players can always open with them, and can easily pick up extra copies of them with spare Buys. These include:
 
* Cards whose effects are usually relatively weak or inconsequential (e.g., {{Card|Pearl Diver}} and {{Card|Duchess}}).
 
* Cards whose effects are usually relatively weak or inconsequential (e.g., {{Card|Pearl Diver}} and {{Card|Duchess}}).
* Cards that are strong only in multiples (e.g., {{Card|Fool's Gold}} and {{Card|Native Village}}). These cards are cheap to enable you to easily buy enough of them to make them worthwhile.
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* Cards that are strong only in multiples (e.g., {{Card|Fool's Gold}} and {{Card|Native Village}}). These cards are valuable because they are cheap enough you can buy several of them.
* Cards that are less strong in multiples (e.g., {{Card|Courtyard}} or {{Card|Hamlet}}). The low price does not make these cards overpowering because, although you can buy several copies of them, they have diminishing returns; you don't get that much benefit from having many copies of them. {{Card|Chapel}} epitomizes this: it's often described as the strongest card in the game relative to its cost, but rarely does anyone need more than one copy of it.
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* Cards that are not strong in multiples (e.g., {{Card|Courtyard}} or {{Card|Hamlet}}). These cards are not overpowering because, although you can buy several, they have diminishing returns; it is usually not useful to buy too many copies of them. {{Card|Chapel}} epitomizes this: it's often described as the strongest card in the game relative to its cost, but rarely does anyone need more than one copy of it.
  
 
The {{Cost|2}} Events mostly give +Buy and a small but useful bonus, offering another use for extra {{cost}} the player may have in their Buy phase.
 
The {{Cost|2}} Events mostly give +Buy and a small but useful bonus, offering another use for extra {{cost}} the player may have in their Buy phase.
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=== 9 and higher cost ===
 
=== 9 and higher cost ===
{{Card|Platinum}} at {{Cost|9}} and {{Card|Colony}} at {{Cost|11}} have the most expensive {{Cost}} costs of card piles in the game, and {{Event|Dominate}} at {{Cost|14}} is the most expensive Event in the game. The two most expensive [[Castle]]s ({{Card|Grand Castle}} at {{Cost|9}} and {{Card|King's Castle}} at {{Cost|10}}) also fall into this price range, and all the cards and Events in this category can be extremely powerful. Games with these high-costing cards usually last longer as players build their decks up to make enough {{Cost}} to buy them.
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{{Card|Platinum}} at {{Cost|9}} and {{Card|Colony}} at {{Cost|11}} have the most expensive {{Cost}} costs of card piles in the game, and {{Event|Dominate}} at {{Cost|14}} is the most expensive Event in the game. The two most expensive [[Castle]]s also fall into this price range, and all the cards and Events in this category can be extremely powerful. Games with these high-costing cards usually last longer as players build their decks up to make enough {{Cost}} to buy them.
  
 
=== Potion cost ===
 
=== Potion cost ===
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== Trivia ==
 
== Trivia ==
=== Donald X.'s thoughts ===
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Some statistics on costs:
{{Quote|
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|Text=
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You start the game making $3.5 a turn, so {{Cost|2}}-{{Cost|4}}'s are much more a function of 1) openings, 2) utility with +Buys, 3) perception. Well except for early ones where I hadn't worked this out.
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Obv. some cards care about their own cost specifically, e.g. {{Card|Band of Misfits}}, or have a weird cost thing e.g. {{Card|Peddler}}. And all {{Card|Remodel}}s have built in the possibility of {{Card|Remodel}}-ing them. I think those are the main cases - refer to cost of itself, refer to cost of cards in general. Being the bottom of a split pile does have the possibility of making a difference.
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Cards try not to be too similar to other cards, but sometimes something similar seems worthwhile, and then it's an issue, it can't be strictly better than another card. This may cause it to do more/less so it can have a different cost. Or kill it.
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Sometimes there's a good reason for a card to be cheap or a {{Cost|5}} or expensive - a reactive card wants to be cheap, an early-game card prefers to cost less than {{Cost|5}}, a slow (but somehow worthwhile) card wants to cost more. But here the card itself is tweaked to get something that's good at the good cost.
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|Name=[[Donald X. Vaccarino]]
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|Source=[http://forum.dominionstrategy.com/index.php?topic=5799.msg674234#msg674234 Interview with Donald X.]
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}}
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Some statistics on costs (as of November 2018):
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{| class="wikitable"
 
{| class="wikitable"
 
! Cost !! Kingdom Card Piles !! Differently-named Cards !! Kingdom Card Piles ([[Second Edition|2E]] only) !! Differently-named Cards ([[Second Edition|2E]] only) !! Events !! Projects !! Non-Kingdom Supply Piles
 
! Cost !! Kingdom Card Piles !! Differently-named Cards !! Kingdom Card Piles ([[Second Edition|2E]] only) !! Differently-named Cards ([[Second Edition|2E]] only) !! Events !! Projects !! Non-Kingdom Supply Piles

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