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The [http://forum.dominionstrategy.com/index.php?board=14.0 Secret Histories] and [http://forum.dominionstrategy.com/index.php?topic=5799.0 Endless Interview] both have extremely valuable insights into what has and hasn't worked with official DXV playtesting.  
 
The [http://forum.dominionstrategy.com/index.php?board=14.0 Secret Histories] and [http://forum.dominionstrategy.com/index.php?topic=5799.0 Endless Interview] both have extremely valuable insights into what has and hasn't worked with official DXV playtesting.  
  
The [http://forum.dominionstrategy.com/index.php?board=11.0 Variants and Fan Cards subforum] - especially the [http://forum.dominionstrategy.com/index.php?board=74.0 Weekly Design Contest subforum] - can be a treasure trove of useful jumping off points and ideas that both work and don't work; a caveat with these is the date they were posted compared to which sets were available as "official" reference at the time - several things that used to be a semi-viable card were suddenly made overpowered in games with {{Project|Capitalism}}, or an official card did them better.
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The [http://forum.dominionstrategy.com/index.php?board=11.0 Variants and Fan Cards subforum] - especially the [http://forum.dominionstrategy.com/index.php?topic=18987.0 Weekly Design Contest thread] - can be a treasure trove of useful jumping off points and ideas that both work and don't work; a caveat with these is the date they were posted compared to which sets were available as "official" reference at the time - several things that used to be a semi-viable card were suddenly made overpowered in games with {{Project|Capitalism}}, or an official card did them better.
  
 
=== Keep It Simple ===
 
=== Keep It Simple ===
Simplicity is a good thing. You don't want your cards to be any more complicated than they have to be. If you have an idea for a card, try to boil it down as simply as possible without losing the essence of the idea. Note, by the way, that by "simplicity," I'm talking about the concepts you use, not necessarily how complex and careful the card text has to be to convey those concepts. {{Card|Native Village}} for example, has a wall of text on it, but that's okay since the concept itself is a simple one. Once players learn what it does, they don't have to reread the card text every time just to make sure each use conforms to every nuance.
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Simplicity is a good thing. You don't want your cards to be any more complicated than they have to be. If you have an idea for a card, try to boil it down as simply as possible without losing the essence of the idea. Note, by the way, that by "simplicity," I'm talking about the concepts you use, not necessarily how complex and careful the the card text has to be to convey those concepts. {{Card|Native Village}} for example, has a wall of text on it, but that's okay since the concept itself is a simple one. Once players learn what it does, they don't have to reread the card text every time just to make sure each use conforms to every nuance.
  
 
=== Swing is a Miss ===
 
=== Swing is a Miss ===
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::You have the enthusiasm, and the freedom to explore the whole field of Dominion design. You can come across brilliant ideas; but it's easy to get carried away and also make ineffective ones. This guide is written with you in mind, you'd do well to read it and understand good design principles to follow.
 
::You have the enthusiasm, and the freedom to explore the whole field of Dominion design. You can come across brilliant ideas; but it's easy to get carried away and also make ineffective ones. This guide is written with you in mind, you'd do well to read it and understand good design principles to follow.
  
==== Practical Advice ====
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==== Practical Advise ====
 
Finally, think of the practicalities; the time you'll put into your design project and the schedule you'll follow, the money and resources needed to print out physical copies if that's your desire, or how and when to post ideas online. These can prepare you for the process ahead and affect how you design.
 
Finally, think of the practicalities; the time you'll put into your design project and the schedule you'll follow, the money and resources needed to print out physical copies if that's your desire, or how and when to post ideas online. These can prepare you for the process ahead and affect how you design.
  
 
Regarding time, here's a reality to know in advance: '''you're going to want occasional breaks from your projects if they're big'''. Your mind will want to stop the learning processes of studying the depths of the game to check your designs are safe, and you'll get creativity blocks. It's natural; don't try to battle through those times, as your ideas will be poor, rather factor them in to your schedule.
 
Regarding time, here's a reality to know in advance: '''you're going to want occasional breaks from your projects if they're big'''. Your mind will want to stop the learning processes of studying the depths of the game to check your designs are safe, and you'll get creativity blocks. It's natural; don't try to battle through those times, as your ideas will be poor, rather factor them in to your schedule.
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=== Design Brief ===
 
=== Design Brief ===
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There are 3 points that should be in every specification. Of course, no one is forcing you to add these, but they are fundamentally what makes a great fan card.
 
There are 3 points that should be in every specification. Of course, no one is forcing you to add these, but they are fundamentally what makes a great fan card.
# '''Must be balanced''', be on the same level of power as the official cards. You would do well to make this the most important criterion. Playtesting is important to proving this.  
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# '''Must be balanced''', be on the same level of power as the official cards. You would do well to make this the most important criterion. Playtesting is important to proving this. Expansions: there should also be balance amongst the cards in it, i.e. no card should be left completely ignored if the expansion is played by itself, and no one card should completely overpower the others.
#:Expansions: there should also be balance amongst the cards in it, i.e. no card should be left completely ignored if the expansion is played by itself, and no one card should completely overpower the others.
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# '''Must give players a positive experience'''. Several different factors are involved here, qualify this further according to your target audience's likes, being precise and avoiding generic terms; if it's the general public, go with the official game's fun factors though don't necessarily expect to excite everybody. Expansions: choose mechanical themes that create fun for your audience and make sure the cards in it cover them well. They should feel compelled to play the expansion by itself.
# '''Must give players a positive experience'''. Several different factors are involved here, qualify this further according to your target audience's likes, being precise and avoiding generic terms; if it's the general public, go with the official game's fun factors though don't necessarily expect to excite everybody.  
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#:Expansions: choose mechanical themes that create fun for your audience and make sure the cards in it cover them well. They should feel compelled to play the expansion by itself.
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# '''Must play suitably differently from any official card your audience has'''. (If that's the general public, all of them.) Why make it otherwise?
 
# '''Must play suitably differently from any official card your audience has'''. (If that's the general public, all of them.) Why make it otherwise?
  
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Here are some suggestions for further criteria:
 
Here are some suggestions for further criteria:
*Be easy to learn, simple to understand. A complex or wordy card should quickly make sense. (Reason: each game with it is otherwise less relaxing or enjoyable and more of an academic exercise.)  
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*Be easy to learn, simple to understand. A complex or wordy card should quickly make sense. (Reason: each game with it is otherwise less relaxing or enjoyable and more of an academic exercise.) *Expansions: interactions between the cards can be as easy or as hard to spot as you like, but the less rules errata you need to make for them the better.
*:Expansions: interactions between the cards can be as easy or as hard to spot as you like, but the less rules errata you need to make for them the better.
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*Be usable in any kingdom. (Reason: because your audience fully randomises each game, and that's how official cards are designed.) Expansions: to be truly defined as an expansion, you should have this in the spec of all the cards in it. You may be making a set of cards to play by themselves though, in which case this point is optional and you call the set a Dominion spin-off.
*Be usable in any kingdom. (Reason: because your audience fully randomises each game, and that's how official cards are designed.)  
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*:Expansions: to be truly defined as an expansion, you should have this in the spec of all the cards in it. You may be making a set of cards to play by themselves though, in which case this point is optional and you call the set a Dominion spin-off.
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*Have short enough ability text to allow for a large enough font size to read easily. (Reason: an easier play experience overall, and some audiences need it.)
 
*Have short enough ability text to allow for a large enough font size to read easily. (Reason: an easier play experience overall, and some audiences need it.)
 
*Be safe from any possible future card design that doesn't exist officially yet. (Reason: they could exist as fan cards that your audience potentially plays with.)
 
*Be safe from any possible future card design that doesn't exist officially yet. (Reason: they could exist as fan cards that your audience potentially plays with.)
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How exciting does it feel when it's in its element? It may not necessarily excite you, but can you imagine it exciting your audience? Can you identify ways it could safely be more fun? Also, how easily are you playing it out? If it's complicated or slow, how can you speed it up or simplify it without deviating from the brief?  
 
How exciting does it feel when it's in its element? It may not necessarily excite you, but can you imagine it exciting your audience? Can you identify ways it could safely be more fun? Also, how easily are you playing it out? If it's complicated or slow, how can you speed it up or simplify it without deviating from the brief?  
  
Next, check how exciting it is in a couple of random games: is it nice to analyse at the start of each one? Ignore the novelty of it being your own idea, that's not the excitement you're identifying. If it isn't an interesting process, that suggests your idea is either too open or too narrow in functionality, missing the sweet middle ground, or it's niche but too weak or dull when it's good. You can use DomBot (DomBot#0234), in the discord, to generate random kingdoms using the command '''!kingdom -r -n #''', replacing # with the number of cards to generate (so, 9 in a standard "let's test one card, would we buy it" situation).
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Next, check how exciting it is in a couple of random games: is it nice to analyse at the start of each one? Ignore the novelty of it being your own idea, that's not the excitement you're identifying. If it isn't an interesting process, that suggests your idea is either too open or too narrow in functionality, missing the sweet middle ground, or it's niche but too weak or dull when it's good.  
  
 
For expansions. once you have 10 or more individual card ideas for your expansion, put them all together in a game and get the feel of the interactions going on. This will be better if you tested them all individually first. Try to have a fresh mind for it, and play them as best you can; now sure, it's giving you an advantage over your friends, so by all means save this for when you're with them if you wish. But the point is, see if you're thinking along the lines of the playstyle themes of your expansion. You could easily come across some strong combos in the process; note these for the later speed test.
 
For expansions. once you have 10 or more individual card ideas for your expansion, put them all together in a game and get the feel of the interactions going on. This will be better if you tested them all individually first. Try to have a fresh mind for it, and play them as best you can; now sure, it's giving you an advantage over your friends, so by all means save this for when you're with them if you wish. But the point is, see if you're thinking along the lines of the playstyle themes of your expansion. You could easily come across some strong combos in the process; note these for the later speed test.
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How quickly can your idea make a deck that gets to a win condition? Too fast and it's imbalanced. Take the same combo cards you had for the feel test, take your method of counting turns, and flip the deck over to avoid shuffle randomness if you can. Think which game end method is best for your combo's strategy, and simulate an opponent if player interaction is needed. Run the game with the best possible card drawing, adding 1 to the count after every round of turns is finished.  
 
How quickly can your idea make a deck that gets to a win condition? Too fast and it's imbalanced. Take the same combo cards you had for the feel test, take your method of counting turns, and flip the deck over to avoid shuffle randomness if you can. Think which game end method is best for your combo's strategy, and simulate an opponent if player interaction is needed. Run the game with the best possible card drawing, adding 1 to the count after every round of turns is finished.  
  
If you're going for Provinces, the turn threshold that indicates balance will vary depending on how many different cards are in the combo, not including the base cards. If you have 2 kingdom cards, getting 4 Provinces after turn 12 is safe; if 3, 4 provinces after turn 10. You might justify quicker rates as balanced if the cards in the combo are very niche and weak overall (an example is {{card|Beggar}} with {{Project|Guildhall}}), since it will rarely come up and very few different cards could replicate it. If you can find a combo that gets them faster using 4 or more cards, that's fine; it shows the potential your idea has, and the chances of all those cards appearing in the same game is slim. If you start the game with a $5/$2 split of money on the first 2 turns, that has about 11% chance normally; you might justify a stronger combo because of this, or disqualify it if you want to avoid that narrow chance deciding games.  
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If you're going for Provinces, the turn threshold that indicates balance will vary depending on how many different cards are in the combo, not including the base cards. If you have 2 kingdom cards, getting 4 Provinces after turn 12 is safe; if 3, 4 provinces after turn 10. You might justify quicker rates as balanced if the cards in the combo are very niche and weak overall (an example is Beggar with Guildhall), since it will rarely come up and very few different cards could replicate it. If you can find a combo that gets them faster using 4 or more cards, that's fine; it shows the potential your idea has, and the chances of all those cards appearing in the same game is slim. If you start the game with a $5/$2 split of money on the first 2 turns, that has about 11% chance normally; you might justify a stronger combo because of this, or disqualify it if you want to avoid that narrow chance deciding games.  
  
 
If, though, your idea aims to get VP in its own way to win, make a kingdom that helps make it strong enough, and run it against a deck gaining just Provinces. Can it win? In how many different kingdoms could it win? You need it to win only some of the time, and you're aiming to figure out how often and get to a satisfactory rate.  
 
If, though, your idea aims to get VP in its own way to win, make a kingdom that helps make it strong enough, and run it against a deck gaining just Provinces. Can it win? In how many different kingdoms could it win? You need it to win only some of the time, and you're aiming to figure out how often and get to a satisfactory rate.  
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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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Usually opening up Dominion's strategy space is a good thing; once in a while, not so much. It's no accident that no official Dominion card cares about the order that cards appear in the discard pile. The moment you introduce one that does, suddenly every player who buys it will have to think very carefully about how they perform every single clean-up phase, just in case they happen to draw that card in the next hand. This will dramatically slow down the game, and most of the time it'll still be wasted effort.
 
Usually opening up Dominion's strategy space is a good thing; once in a while, not so much. It's no accident that no official Dominion card cares about the order that cards appear in the discard pile. The moment you introduce one that does, suddenly every player who buys it will have to think very carefully about how they perform every single clean-up phase, just in case they happen to draw that card in the next hand. This will dramatically slow down the game, and most of the time it'll still be wasted effort.
 
You can, however, care about whether the discard pile is empty - {{card|Fisherman}} and {{card|Swashbuckler}} do this.
 
  
 
==== The Trash ====
 
==== The Trash ====
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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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==== Draw ====
 
==== Draw ====
Having more cards in hand lets you do more, while letting you cycle through the deck; the latter means the card itself can be played more often (unless you trigger a re-shuffle). These reasons make drawing one of the more powerful mechanics; +cards are better than any of the other +vanilla bonuses. Making a draw card non-terminal lets drawn Actions be playable, so it's a lot more powerful (compare {{card|Smithy}} and {{card|Laboratory}}). Similarly, the presence of a {{card|Village}} in the kingdom makes a terminal draw card much more relevant.
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Having more cards in hand lets you do more, while letting you cycle through the deck; the latter means the card itself can be played more often (unless you trigger a re-shuffle). These reasons make drawing one of the more powerful mechanics; +cards are better than any of the other +vanilla bonuses. Making a draw card non-terminal lets drawn Actions be playable, so it's a lot more powerful (compare {{card|Smithy}} and {{card|Lab}}). Similarly, the presence of a {{card|Village}} in the kingdom makes a terminal draw card much more relevant.
  
 
==== Draw-to-X ====
 
==== Draw-to-X ====
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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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Notice that there is no horizontal line between the "this turn" and "next turn" effects on Duration cards. Those are both things that happen by playing the card (and both get doubled with Throne Room and tripled with King's Court), so you don't want to separate them.
 
Notice that there is no horizontal line between the "this turn" and "next turn" effects on Duration cards. Those are both things that happen by playing the card (and both get doubled with Throne Room and tripled with King's Court), so you don't want to separate them.
 
The general consensus on the forum is that cards with different effects that happen at different times require a different horizontal line - it's possible to have a card with multiple horizontal lines. Consider an Action - Victory card that read "+1 Card, +1 Action. When you buy this, +1 {{VP}}. Worth 2{{VP}} at the end of the game." This would require 2 horizontal lines, one between the effect that happens when you play it (+1 Card, +1 Action) and the "when you buy this" clause, one between the "when you buy this" clause and the end of game {{VP}} points. If simplicity is a design goal, you should attempt to avoid two or more horizontal lines.
 
  
 
==== VP vs +VP ====
 
==== VP vs +VP ====
 
: 2{{VP}} means "This card is worth 2{{VP}} at the end of the game."
 
: 2{{VP}} means "This card is worth 2{{VP}} at the end of the game."
 
: +2{{VP}} means "Gain two victory tokens".
 
: +2{{VP}} means "Gain two victory tokens".
 
Note that in some non-english versions of the game, a metallic {{VP}} symbol is used instead when giving victory tokens; this is available on ShardOfHonor's fan card creation tool with the "#" character.
 
  
 
=== Fan Card Creation Tools ===
 
=== Fan Card Creation Tools ===
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Remember that even these card templates constitute proprietary artwork and are protected by copyright. Before using these images for any purpose, you may wish to research what constitutes fair use. Similarly, fair use issues may arise out of any additional artwork you add to these card templates.
 
Remember that even these card templates constitute proprietary artwork and are protected by copyright. Before using these images for any purpose, you may wish to research what constitutes fair use. Similarly, fair use issues may arise out of any additional artwork you add to these card templates.
  
==== Card Stock ====
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==== Blank Cards ====
Need more cards to use put into sleeve protectors with your newly printed cards? You can buy individual sets of blank cards (10 + 1 blue-back randomizer). Searching Google Shopping will probably turn up a few different places to buy them. Buying at [https://boardgamegeekstore.com/products/dominion-blank-cards the board game geek store] is about ~$0.27/card. Getting a base set of 250 cards for ~$15 is ~$0.06/card.
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Need more blank cards? You can buy individual sets of blank cards. Searching Google Shopping will probably turn up a few different places to buy them. I buy mine at [https://boardgamegeekstore.com/products/dominion-blank-cards the board game geek store].
  
 
=== Printing ===
 
=== Printing ===
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If you don't sleeve your cards, the alternatives aren't quite as clean. You can try using any of several online card printing services that will let you customize the fronts and backs of a set of playing cards. However, this poses two problems:  
 
If you don't sleeve your cards, the alternatives aren't quite as clean. You can try using any of several online card printing services that will let you customize the fronts and backs of a set of playing cards. However, this poses two problems:  
 
#the thickness (320gsm), texture (flat + UV finish), and possibly color tinting of cards made this way is unlikely to match the look and feel of the official Dominion cards, so they may not feel quite right when shuffling;  
 
#the thickness (320gsm), texture (flat + UV finish), and possibly color tinting of cards made this way is unlikely to match the look and feel of the official Dominion cards, so they may not feel quite right when shuffling;  
#Dominion uses a SKAT standard card size, 59mm by 91mm. This is not available from most print-on-demand services like TheGameCrafter.com or DriveThruCards; it is, however, available from [https://www.meinspiel.de/skat-mit-fotos-gestalten-drucken Meinspiel]
+
#Dominion uses a SKAT standard card size, 59mm by 91mm. This is not available from most print-on-demand services like TheGameCrafter.com or DriveThruCards; it is, however, available from [https://www.meinspiel.de/skat-mit-fotos-gestalten-drucken Mienspiel]
  
 
I've had satisfactory results printing the cards out on Avery Clear Full-Sheet Labels, which are quite thin. You can buy them directly at avery.com, through a reseller like amazon, or in any number of office supply stores like Staples. Make sure you get the right product for your printer: if you have an Inkjet printer, only use the labels made for Inkjet printers; if you have a Laser printer, only use the labels made for Laser printers. Your local Kinkos/Fedex/Staples printer probably uses Laser printers for their 8.5x11/A4 paper and inkjet for their banners; they can probably also help you with finding suitable sticker paper
 
I've had satisfactory results printing the cards out on Avery Clear Full-Sheet Labels, which are quite thin. You can buy them directly at avery.com, through a reseller like amazon, or in any number of office supply stores like Staples. Make sure you get the right product for your printer: if you have an Inkjet printer, only use the labels made for Inkjet printers; if you have a Laser printer, only use the labels made for Laser printers. Your local Kinkos/Fedex/Staples printer probably uses Laser printers for their 8.5x11/A4 paper and inkjet for their banners; they can probably also help you with finding suitable sticker paper

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