6.4.a Costs always have a single step, even if their description involves multiple verbs.
6.4.b A player may always decline to pay a cost.
6.4.c If a player chooses to pay a cost, they must be able to pay it in full.
6.4.d If a player declines to pay the cost of a card, they may not play that card. The game goes back to the point where the player was offered the possibility of playing that card.
6.4.e If a player declines to pay the cost of a quick action, they may not play that quick action. The game goes back to the point where the player was offered the possibility of playing that quick action.
6.4.f If a player declines to pay the cost of an internal action, that internal action is ignored and the effect that contains it continues to resolve.
6.4.g If a player declines to pay the cost of an Emblem-Reaction, that Emblem ceases to exist. Reactions are checked again.
Remark. Reactions do not have base costs, but they may have extra costs, for example if they target an opposing Character with Tough.
5.1.2.a The process of playing a card, quick action, reaction, or internal action has three parts: declare intent, pay costs, and resolution.
5.1.2.b In the declaration of intent, a player must, in no particular order:
1. Reveal the card being played, if it is in a hidden zone (usually, the Hand);
2. Choose modes, targets, and optional costs;
3. Declare how costs will be paid.
5.1.2.c The game state should not change during the declaration of intent. Once all these decisions have been taken, check whether the declaration is legal. If it is, proceed to the payment of costs. If it is not, the player must take different decisions (including the decision to play that particular card, quick action, reaction, or internal action).
5.1.2.d In the payment of costs, all costs must be paid simultaneously, as described in 6.4.
5.1.2.e During resolution, a Character card joins an Expedition, a Permanent card joins the Landmark zone, and a Spell, quick action, reaction or internal action performs its effect, as described in 6.5.