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Why? On the low end, it's extremely rare to have {{cost|1}} to spend but not {{cost|2}}. On the high end, if you've got {{cost|8}} or more to spend, the correct move is usually to buy a Province (or Platinum/Colony) regardless of what kind of power card might also be available.
 
Why? On the low end, it's extremely rare to have {{cost|1}} to spend but not {{cost|2}}. On the high end, if you've got {{cost|8}} or more to spend, the correct move is usually to buy a Province (or Platinum/Colony) regardless of what kind of power card might also be available.
  
That said, there is nothing inherently broken about a card with a weird cost. Let's talk about a {{cost|1}} cost first. Many players feel that there should never have been a $1 card ({{card|Poor House}} due to the dramatic gameplay change it would wreak with {{card|Upgrade}} and {{card|Remake}}. They would no longer be able to trash Coppers outright but instead clog your deck with other weak cards. Personally, I don't see this as a problem. With as many Dominion cards as there are, the introduction of a {{cost|1}} card won't change most of them, but it WOULD make a set of games with their own flavor possible. That's the spirit of Dominion -- every game has its own unique set of interactions to puzzle through.
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That said, there is nothing inherently broken about a card with a weird cost. Let's talk about a {{cost|1}} cost first. Many players feel that there should never have been a $1 card ({{card|Poor House}} due to the dramatic gameplay change it would wreak with {{card|Upgrade}} and {{card|Remake}}. They would no longer be able to trash Coppers outright but instead clog your deck with other weak cards. Personally, I don't see this as a problem. With as many Dominion cards as there are, the introduction of a {{card|1}} card won't change most of them, but it WOULD make a set of games with their own flavor possible. That's the spirit of Dominion -- every game has its own unique set of interactions to puzzle through.
  
 
This is essentially the argument Donald X. made before Prosperity came out with its four {{cost|7}} cards. Prior to that, many Dominion players felt that there should never be a {{cost|7}} card, because the {{cost|7}} "hole" was an important and interesting component of the gameplay. But with the addition of {{cost|7}} cards, that "hole" is still usually present, and, when it is not, a whole new set of interactions is available.
 
This is essentially the argument Donald X. made before Prosperity came out with its four {{cost|7}} cards. Prior to that, many Dominion players felt that there should never be a {{cost|7}} card, because the {{cost|7}} "hole" was an important and interesting component of the gameplay. But with the addition of {{cost|7}} cards, that "hole" is still usually present, and, when it is not, a whole new set of interactions is available.
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==== [[Artifact|Artifacts]] ====
 
==== [[Artifact|Artifacts]] ====
 
Artifacts are Projects that only one player has at a time ({{state|Lost in the Woods}} is essentially an Artifact), creating player interactivity. They can either be easy to take for competitiveness or hard to take for a way to get ahead.
 
Artifacts are Projects that only one player has at a time ({{state|Lost in the Woods}} is essentially an Artifact), creating player interactivity. They can either be easy to take for competitiveness or hard to take for a way to get ahead.
 
==== [[Way|Ways]] ====
 
adds to the start of every Action, 'choose one: this Way; or the following instructions'. They can either be consistency aids that work around shuffle randomness, or they can provide windows of opportunity that you can easily access when the time is right. Cheap, situational or temporarily functional Actions like trashers are made more useful. They should all be weak effects around $1 to $2 in strength, so they're never overpowering what the Actions do. The extra choices given throughout the game can also make analysis paralysis much more likely.
 
  
 
=== Research: Other Existing Components ===
 
=== Research: Other Existing Components ===
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Remember you can't buy anything if you have debt, it needs paying off immediately. This means debt can pin a player, where they have no Treasures and no way of buying Copper because they have Debt, and so they cannot pay off the debt. This is not "fun", not a positive experience for players. With official cards, taking debt is always a voluntary (or at least coerced) act - even with {{event|Tax}} or {{landmark|Mountain Pass}}, a player is in control of the amount of debt they take. If you want to give monetary penalties, consider the [[#Penalty Adventure Tokens|–$1 Token]] or a Treasure-based discard attack before handing out debt to other players.
 
Remember you can't buy anything if you have debt, it needs paying off immediately. This means debt can pin a player, where they have no Treasures and no way of buying Copper because they have Debt, and so they cannot pay off the debt. This is not "fun", not a positive experience for players. With official cards, taking debt is always a voluntary (or at least coerced) act - even with {{event|Tax}} or {{landmark|Mountain Pass}}, a player is in control of the amount of debt they take. If you want to give monetary penalties, consider the [[#Penalty Adventure Tokens|–$1 Token]] or a Treasure-based discard attack before handing out debt to other players.
 
==== Horses ====
 
These are technically cards. You may think 'there's +1 Action tokens and + $1 tokens, what about +1 Card?'. That's what Horses are. They're better than tokens because they can only grant extra cards at the Action phase like almost every other draw in the game, and they still need the deck built well to support them. They're less flexible than tokens, but in this more balanced. Avoid making ideas merely simulate +Cards using Horses, i.e an Action that gains Horses to hand; chances are if you can use a Horse immediately you will.
 
  
 
==== Coin Tokens ====
 
==== Coin Tokens ====
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==== Trash for Benefit ====
 
==== Trash for Benefit ====
 
The ability to trash your starting Estates and Coppers, as well as other junk, is very powerful, the earlier it can be done the better.
 
The ability to trash your starting Estates and Coppers, as well as other junk, is very powerful, the earlier it can be done the better.
 
==== Exile ====
 
If you need to set aside cards just to keep them out of the deck whilst not trashing them, use Exile. Generally this will be stronger than trashing, since it avoids giving things to opposing trash gainers, it keeps cards counting for Gardens or Fountain and you can reclaim them easily. For Curses or {{landmark|Wall}}, trashing is superior. You could also involve the gain-copy-to-discard feature to affect how cards enter the deck. In any case, always consider how your idea interacts with the official Exile users like {{event|Banish}}, {{card|Sanctuary}}, {{card|Cardinal}}, or {{card|Coven}}.
 
  
 
==== On Gain, On Buy, On Trash ====
 
==== On Gain, On Buy, On Trash ====
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==== Set Aside ====
 
==== Set Aside ====
 
Cards that are set aside aren't part of your hand or in play; if they came from your deck, they're still part of your deck. If they came from the supply, they exist outside of the supply now. [[Reserve]] cards were originally just set aside during playtesting for [[Adventures]] (likewise, the {{card|Native Village}} and {{card|Island}} mats were originally just setting aside cards during [[Seaside]] playtesting). Setting cards aside is useful for smoothing duration cards like {{card|Archive}} or {{card|Crypt}}, and for tracking out-of-turn reactions like {{card|Horse Traders}}.
 
Cards that are set aside aren't part of your hand or in play; if they came from your deck, they're still part of your deck. If they came from the supply, they exist outside of the supply now. [[Reserve]] cards were originally just set aside during playtesting for [[Adventures]] (likewise, the {{card|Native Village}} and {{card|Island}} mats were originally just setting aside cards during [[Seaside]] playtesting). Setting cards aside is useful for smoothing duration cards like {{card|Archive}} or {{card|Crypt}}, and for tracking out-of-turn reactions like {{card|Horse Traders}}.
 
==== Cost Reduction ====
 
Reduction by {{cost|1}} can mean: whenever you buy a card, first get +{{cost|1}}; or when you refer to a card costing up to or less than any amount of {{cost}}, add {{cost|1}} to it. Stack up the +buys and gainers, or attacks like Villain, and cost reduction becomes phenomenally powerful. Quarry is a Treasure that is especially good at buying Actions thanks to cost reduction.
 
 
Costs can't go below {{cost|0}} in Dominion - they always bottom out.
 
 
==== Cost Increasing ====
 
It's not fun making cards everywhere less accessible than usual, and you'd break some official ones such as {{card|Livery}} (infinite {{card|Horse|Horses}}). Either narrow which costs are increased to things you know will be safe (ie, 'Treasures cost {{cost|1}} more during your turn', or 'Place your +{{cost|2}} cost token on a Supply pile'), or simulate it with debt (like {{event|Tax}} does) or the —{{cost|1}} adventures token.
 
  
 
==== Cost Comparisons ====
 
==== Cost Comparisons ====
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==== Exchange ====
 
==== Exchange ====
There's untapped design space for exchange-for-benefit cards. A pitfall to bear in mind when using the exchange mechanic is it doesn't necessarily bring the game closer to finishing in the way trash-for-benefit does. It is presently unspecified whether exchange happens by default from the supply - you'll want to specify either a specific pile (like Travellers do) or a specific zone (Exchange this for a card that costs up to $2 more from the Supply).
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There's untapped design space for exchange-for-benefit cards. A pitfall to bear in mind when using the exchange mechanic is it doesn't necessarily bring the game closer to finishing in the way trash-for-benefit does.
  
 
=== Research: Player Interaction ===
 
=== Research: Player Interaction ===

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