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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 | + | 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]] | + | 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}} | + | * 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}}. |
+ | * 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 | + | 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 | + | * 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 | + | Most [[Kingdom card]]s cost between {{Cost|2}} and {{Cost|6}}. There are only ten 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 | + | 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 | + | {{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 | + | * 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. | ||
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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|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 == | ||
− | + | Some statistics on costs: | |
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− | Some statistics on costs | + | |
{| 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 |