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There are cases where these are played in your Action phase, and that is when an Action like {{card|Storyteller}} or {{card|Black Market}} instructs you to do so.
 
There are cases where these are played in your Action phase, and that is when an Action like {{card|Storyteller}} or {{card|Black Market}} instructs you to do so.
 
===== Treasure - Durations =====
 
DXV hasn't made an official one of these yet because there are lots of things that move or remove Treasures from play, like {{event|Bonfire}} or {{card|Mandarin}}; You'll probably want to include a clause to the effect of "At the start of your next turn, if this is in play, <effect>".
 
  
 
===== Potion =====
 
===== Potion =====
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==== Duration ====
 
==== Duration ====
 
The card stays in play for however many turns as long as it's tracking something, be that effects for your following turns and/or during each other player's turns. Remember, start of turn effects are effectively the same as playing a normal Action with +1 Card +1 Action then the effect, so just +1 Card like Caravan is actually the same as playing Laboratory; typically the later effects are stronger than the immediate, and the immediate needs to be weak to balance it. The total amount given across the turns is a lot for the card's cost, but in balance staying out of deck for some turns means multiple copies are needed to keep an effect constantly in play, and they can miss shuffles by staying in play at Clean-up. This type is a diverse and useful way to implement a lot of different mechanics, so be open to using it, just as all the newest expansions from Adventures on have done. Between Durations and Projects: Durations can be multiplied with copies in the deck (with repeated buys) or Thrones, or effects that can't be multiplied call for a bit more work to put out; Projects work right away without deck cycle delay and are continuous.
 
The card stays in play for however many turns as long as it's tracking something, be that effects for your following turns and/or during each other player's turns. Remember, start of turn effects are effectively the same as playing a normal Action with +1 Card +1 Action then the effect, so just +1 Card like Caravan is actually the same as playing Laboratory; typically the later effects are stronger than the immediate, and the immediate needs to be weak to balance it. The total amount given across the turns is a lot for the card's cost, but in balance staying out of deck for some turns means multiple copies are needed to keep an effect constantly in play, and they can miss shuffles by staying in play at Clean-up. This type is a diverse and useful way to implement a lot of different mechanics, so be open to using it, just as all the newest expansions from Adventures on have done. Between Durations and Projects: Durations can be multiplied with copies in the deck (with repeated buys) or Thrones, or effects that can't be multiplied call for a bit more work to put out; Projects work right away without deck cycle delay and are continuous.
 
Also: Durations that leave play still have their effect happen - an attack that removes durations from play just makes it so your opponent can play it again.
 
 
===== Treasure - Durations =====
 
DXV hasn't made an official one of these yet because there are lots of things that move or remove Treasures from play, like {{event|Bonfire}} or {{card|Mandarin}}; You'll probably want to include a clause to the effect of "At the start of your next turn, if this is in play, <effect>".
 
  
 
===== Indefinite Durations =====
 
===== Indefinite Durations =====

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