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'''Soft terminal''' is a subcategory of [[terminal]] [[Action]]s that [[Donald X. Vaccarino]] finds useful to take into account when designing [[expansion]]s. These are terminals that mitigate [[collision]]s by giving a use for other Actions that collide with them, such as discarding or [[trash]]ing unplayable Action cards for some benefit. They may be contrasted with "hard" terminals, which leave other Actions in your hand [[dead]].
 
'''Soft terminal''' is a subcategory of [[terminal]] [[Action]]s that [[Donald X. Vaccarino]] finds useful to take into account when designing [[expansion]]s. These are terminals that mitigate [[collision]]s by giving a use for other Actions that collide with them, such as discarding or [[trash]]ing unplayable Action cards for some benefit. They may be contrasted with "hard" terminals, which leave other Actions in your hand [[dead]].
 
This is not a commonly used term in competitive Dominion discourse, and is more likely to be used in card design discussions.
 
  
 
== Examples ==
 
== Examples ==
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** {{Set|Empires}}: {{Card|Catapult}}, {{Card|Sacrifice}}
 
** {{Set|Empires}}: {{Card|Catapult}}, {{Card|Sacrifice}}
 
** {{Set|Renaissance}}: {{Card|Recruiter}}
 
** {{Set|Renaissance}}: {{Card|Recruiter}}
** [[Menagerie (expansion)|Menagerie]]: {{Card|Scrap}}
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** [[Menagerie (expansion)|Menagerie]]: {{Card|Scrap}},  
** {{Set|Allies}}: {{Card|Carpenter}}, {{Card|Modify}}
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* Terminals that require discarding:
 
* Terminals that require discarding:
 
** {{Set|Intrigue}}: ''{{Card|Secret Chamber}}''
 
** {{Set|Intrigue}}: ''{{Card|Secret Chamber}}''
 
** {{Set|Prosperity}}: {{Card|Vault}}
 
** {{Set|Prosperity}}: {{Card|Vault}}
 
** {{Set|Cornucopia}}: {{Card|Horse Traders}}, {{Card|Young Witch}}
 
** {{Set|Cornucopia}}: {{Card|Horse Traders}}, {{Card|Young Witch}}
** {{Set|Hinterlands}}: ''{{Card|Embassy}}'', {{card|Witch's Hut}}
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** {{Set|Hinterlands}}: {{Card|Embassy}}
 
** {{Set|Dark Ages}}: {{Card|Storeroom}}, {{Card|Count}}
 
** {{Set|Dark Ages}}: {{Card|Storeroom}}, {{Card|Count}}
 
** {{Set|Empires}}: {{Card|Opulent Castle}} (for Action-Victory cards only).
 
** {{Set|Empires}}: {{Card|Opulent Castle}} (for Action-Victory cards only).
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** {{Set|Dominion}}: {{Card|Artisan}}
 
** {{Set|Dominion}}: {{Card|Artisan}}
 
** {{Set|Intrigue}}: {{Card|Courtyard}}
 
** {{Set|Intrigue}}: {{Card|Courtyard}}
** {{Set|Hinterlands}}: ''{{Card|Mandarin}}''
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** {{Set|Hinterlands}}: {{Card|Mandarin}}
 
** {{Set|Dark Ages}}: {{Card|Count}}
 
** {{Set|Dark Ages}}: {{Card|Count}}
 
* Terminal draw with [[sifting]] that can sometimes prevent a terminal collision in the first place:
 
* Terminal draw with [[sifting]] that can sometimes prevent a terminal collision in the first place:
 
** {{Set|Dominion}}: {{Card|Library}}, ''{{Card|Adventurer}}''
 
** {{Set|Dominion}}: {{Card|Library}}, ''{{Card|Adventurer}}''
** {{Set|Hinterlands}}: ''{{Card|Oracle}}'', {{Card|Jack of all Trades}}
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** {{Set|Hinterlands}}: {{Card|Oracle}}, {{Card|Jack of all Trades}}
 
** {{Set|Dark Ages}}: {{Card|Catacombs}}  
 
** {{Set|Dark Ages}}: {{Card|Catacombs}}  
 
** {{Set|Guilds}}: {{Card|Journeyman}}
 
** {{Set|Guilds}}: {{Card|Journeyman}}
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Terminal [[Duration|Durations]] and [[Reserve|Reserves]], in general, can fill a similar role to soft terminals, since they can be staggered over more than one turn while still providing their effects.
 
Terminal [[Duration|Durations]] and [[Reserve|Reserves]], in general, can fill a similar role to soft terminals, since they can be staggered over more than one turn while still providing their effects.
  
{{Set|Renaissance}} has fewer soft terminals than other sets because [[Villagers]], one of its primary mechanics, provides an alternative way to mitigate collisions.  Similarly, {{Set|Menagerie}} introduces [[Way]]s, which let Actions be played in a way that can alter their [[terminality]].
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{{Set|Renaissance}} has fewer soft terminals than other sets because [[Villagers]], one of its primary mechanics, provides an alternative way to mitigate collisions.
  
 
== Trivia ==
 
== Trivia ==

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