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== Zmiany w koszcie == Niektóre karty posiadają efekty, które tymczasowo [[redukcja kosztu|redukują koszt]] niektórych lub wszystkich kart: {{Card|Most}}, {{Card|Kamieniołom}}, {{Card|Domokrążca}}, {{Card|Highway}}, {{Card|Bridge Troll}}, {{Card|Księżniczka}}, czy też [[Zdarzenie]] {{Event|Ferry}}. Kiedy te efekty działają, koszty kart są zmieniane dla wszystkich zastosowań - nie tylko obniża się koszt zakupu kart, ale również dla efektów opisanych powyżej. Obniża się koszt tylko kart - koszty Zdarzeń pozostają bez zmian. <!-- == Strategy == In general, more "powerful" cards and Events have higher costs, but overall power is not the only consideration that goes into determining cost. For example, {{Card|Chapel}} is often cited as a card whose strength is considered disproportionate to its low cost of {{Cost|2}}. Costs between {{Cost|2}} and {{Cost|4}} especially are influenced by how useful a card is as an [[opening]], and how desirable or necessary it is to be able to accumulate multiple copies of a card with extra [[+Buy]]. Cards with beneficial on-gain or on-buy effects typically cost more than their on-play effect would seem to require. There are also instances where cards have a different cost than their power level 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. In general a card will never be [[strictly better]] than a similar card with the same or a higher cost. Most [[Kingdom card|Kingdom cards]] cost between {{Cost|2}} and {{Cost|6}}; there are only eight piles with cards costing more than {{Cost|6}} (as well as three Events) and one card costing less than {{Cost|2}} (as well as five Events). This means that, in most games of Dominion, there is a gap in the supply at the costs of {{Cost|1}} and {{Cost|7}}. This gap can influence gameplay in subtle but substantial ways: for instance, it means that {{Card|Upgrade}} can be used to trash {{Card|Copper}} without gaining anything, but cannot be used to gain {{Card|Province}}. In the rare games when {{Cost|1}}- or {{Cost|7}}-cost cards are in the Supply, therefore, the utility of a card like Upgrade can change dramatically. === 0 cost === Cards that cost {{Cost|0}} are either meant to be so terrible that they're essentially free ({{Card|Copper}}, {{Card|Curse}}, [[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. === 1 cost === Cards that cost {{Cost|1}} do so mainly as a gimmick: {{Card|Poor House}} has this cost for flavor reasons, and [[Shelter|Shelters]] have it to change early game playstyles. {{Event|Save}}, the only Event that costs {{Cost|1}}, has a relatively minor effect that is intended to be almost always available. === 2 cost === {{Cost|2}} is the lowest normal cost for Kingdom cards; they are priced so that players can always open with them, and can easily pick up extra copies of them with spare [[+Buy|+Buys]]. This includes cards whose effects are usually relatively weak or inconsequential (such as {{Card|Pearl Diver}} or {{Card|Duchess}}); cards that can be strong, but only if you can accumulate many copies of them, so the low cost is necessary to make that possible (such as {{Card|Fool's Gold}} or {{Card|Native Village}}); and cards that are strong individually but offer diminishing returns for accumulating extra copies, so it doesn't overbalance the game too much to be able to buy up many of them (such as {{Card|Courtyard}} or {{Card|Hamlet}}). The most extreme example of this last class is {{Card|Chapel}}: 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; therefore the fact that additional copies are easy to get has little effect on gameplay. 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. === 3 cost === Cards and Events that cost {{Cost|3}} are priced so that players can open with two of them, but cannot, in general, open with one of them and a card costing {{Cost|5}}. They are typically more powerful than {{Cost|2}} cards and Events. Cards and Events at this price point also directly compete with {{Card|Silver}}. === 4 cost === Cards and Events that cost {{Cost|4}} are priced so that players can usually open with one of them, but cannot, in general, open with more than that. {{Cost|4}} cards are often relatively powerful early-game [[Attack|Attacks]] or [[trasher|trashers]]. === 5 cost === {{Cost|5}} is considered to be the most important cost in Dominion, and it is the price point with the most cards and Events. Most cards at this cost are considered to be quite powerful, so much so that, in general, players may not open with them unless their other opener is a {{Cost|2}}; the difference in power between a typical {{Cost|5}} card and {{Cost|4}} card is substantially wider than between {{Cost|4}} and {{Cost|3}}. Therefore "reaching {{Cost|5}}" is an important part of early game strategy, and players must decide whether they want to, for example, trash early, or focus their buys on cards and Events that will help them field {{Cost|5}} so they can access these powerful cards. Most [[curser|cursers]] and many powerful [[terminal draw]] cards are at this price point. === 6 cost === Cards and Events that cost {{Cost|6}} directly compete with {{Card|Gold}}, and as such tend to be exceptionally powerful; so much so that, in general, players may not open with them. === 7 cost === Cards and Events that cost {{Cost|7}} still compete with Gold, but the extra {{Cost|1}} in cost means these few cards and Events are just that much harder to acquire. Cards at this price point can be seen as a consolation prize for not making {{Cost|8}}, but also interact nicely with remodelers with an "exactly {{Cost|1}} more than" specification on the card they gain, allowing them to move smoothly from Gold to Province. {{Card|King's Court}}, perhaps the most powerful card in the game, is at this price point. === 8 cost === Cards and Events that cost {{Cost|8}} directly compete with {{Card|Province}}, and thus have to be worth giving up a Province buy to acquire. {{Card|Peddler}}, while nominally costing {{Cost|8}}, is more often paid for by playing Actions, often picked up with extra buys at {{Cost|0}}. By coincidence, until the release of [[Empires]], all cards and Events that cost {{Cost|8}} had names starting with the letter "P". === 9+ cost === {{Card|Platinum}}, at {{Cost|9}}, and {{Card|Colony}}, at {{Cost|11}}, have the most expensive {{Cost}} cost of cards 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. Their high cost usually leads to games including them lasting longer than usual as players build their decks up to field enough {{Cost}} to buy them. === Potion cost === Since the only way to buy a card with {{P}} in the cost is the relatively inflexible {{Card|Potion}} card, such cards are generally more inconvenient to acquire than comparable cards with {{Cost|}} costs. To motivate the player to go to the trouble, such cards are typically fairly powerful and reward accumulating multiple copies of them. === Debt cost === [[Debt]] allows players to pay some or all of a card or Event's cost at a later time. Cards and Events with solely {{Debt}} in their cost can be bought at any time, provided the player does not already have {{Debt}}. Thus, while they may be expensive, they can be bought on a player's opening turns, though this may mean that they can't buy anything else for the next turn or turns. As such, {{Debt}} cards and Events with no other cost tend to have some feature or penalty that makes them not worth buying in the first few turns. One card ({{Card|Fortune}}) and one Event ({{Event|Wedding}}) have both a {{Cost}} cost and a {{Debt}} cost; the same concepts from the purely {{Debt}}-costing cards and Events apply, but now these two have an additional {{Cost}} threshold that must be met as well, rather than being able to buy them at any time. At {{Cost|8||8}}, Fortune is the most expensive object in the game, though since only half of that cost has to be paid up front, it is easier to access than Platinum, Colony, and Dominate. --> {{Navbox Strategia}}
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