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{{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 | + | * 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 | + | * 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. |