Dominion

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Inventory

Components (Rio Grande Games standard edition): [1]

   500 Cards:
       130 Basic Treasure Cards:
           60 "Copper" Cards
           40 "Silver" Cards
           30 "Gold" Cards
       48 Basic Victory Cards:
           24 "Estate" Cards
           12 "Duchy" Cards
           12 "Province" Cards
       252 Kingdom Cards:
           240 Kingdom Action Cards (10 x 24 Each)
           12 Kingdom Victory Cards (12 x 1 "Gardens")
       30 Curse Cards
       33 Placeholder/"Randomizer" Cards
       7 Blank Cards
   Storage Tray
   Rulebook

5+ Player Rules

"To play with more than 4 players, the rules for Intrigue (link - page 7) give the following guidelines:

  • Provinces = players x 3
  • Curses = (players - 1) x 10
  • Exhaust 4 Kingdom piles (instead of 3) to end the game. Province pile still ends the game on its own.

Of course you'll need 3 more Estates per player at the beginning of the game, but for the Coppers you'll just have fewer in the supply. All other rules are the same as in a 3- or 4-player game. Keep in mind that more players can make a game feel slower, and can make some cards (especially attack cards) more powerful than in a smaller game. Also, Intrigue is the only "expansion" that comes with the common (Copper, Silver, Gold, Estate, Duchy, Province, Curse) cards, but once you have it you can use those to boost your supply. Until then I recommend using a few unused Kingdom cards to fill in the blanks. Between the Base set, Seaside and Alchemy I found I had at least fifteen blank cards, which my wife lovingly inscribed with appropriate verbiage to reduce our need for unused Kingdom cards." [2]

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"The official rules for 5-6 players in Dominion is outlined in the Dominion: Intrigue rulebook, as it requires the extra treasure and Province cards included with that expansion.

The following are rules for a single game accommodating 5 or 6 players. Please note that there will be increased downtime with 5 or 6 players, so this is not recommended for new players.
To set up for 5 or 6 players, combine the Treasure cards from Dominion and Dominion: Intrigue. Use 15 Provinces in the Supply for a 5-player game and 18 Provinces in the Supply for a 6-player game. All other Victory card piles (Estates, Duchies, and Victory Kingdom cards) remain at 12 cards per pile. Use 40 Curse cards for a 5-player game and 50 Curse cards for a 6-player game.
In a 5 or 6 player game, the game ends at the end of any player’s turn when one of two conditions is met: the Supply pile of Province cards is empty OR any 4 Supply piles are empty

I would recommend using these rules with proxy cards for the extra treasures, Provinces and Curses if you don't have the Intrigue expansion.

The designer's advice for 7-8 players is to run two separate tables of 3-4p" [3] [4]

The full intrigue rules are available at http://boardgamegeek.com/filepage/45425/dominion-intrigue-rules-english-pdf

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"Watch out for any attacks. Most attack cards get more powerful as the number of players rises, and normally weak attacks like Thief, Pirate Ship and even Saboteur can become killers if you have five or six players. " [5]

Zombie Version

Dominion Retheme (Zombie / Left 4 Dead style) | Dominion | BoardGameGeek - http://www.boardgamegeek.com/thread/361553/dominion-retheme-zombie-left-4-dead-style

The ABCs of Dominion

The ABCs of Dominion - http://www.oeey.com/2015/02/the-abcs-of-dominion.html

Official Rules

The offficial Rio Grande Games rules can be found here: [6]

Base Game: http://www.riograndegames.com/uploads/Game/Game_278_gameRules.pdf

Intrigue: http://www.riograndegames.com//uploads/Game/Game_306_gameRules.pdf

Seaside: http://riograndegames.com/uploads/Game/Game_326_gameRules.pdf

Play Online

http://playdominion.com/

Expansions

What expansions should I get? | Dominion Strategy [7]

An overview of each expansion:

  • Intrigue: The first expansion, and the most natural. Comes with another set of Treasure/Victory cards, allowing you to support multiple games and/or a 5-6p game (though 5-6p games of Dominion are generally not that much fun). Focuses on interaction and card choices.
  • Seaside: Focused on duration cards, which last between turns. Along with Prosperity, has probably the most powerful Action cards.
  • Alchemy: Introduces Potions, a different kind of “currency”, and emphasizes Action chains, leading to much longer games. Probably not a great first expansion.
  • Prosperity: Adds Colonies and Platinums, and a lot of other over-the-top cards. Probably the most popular expansion, and certainly the most well-received.
  • Cornucopia: A small expansion that focuses on card variety. A more advanced set.
  • Hinterlands: Introduces cards that trigger when you gain or buy them. A more advanced set.
  • Dark Ages: The most complex set so far, with a big emphasis on card interactions. It introduces many new mechanics (including gaining from the trash).

Releases

Source: [8]

Name Re­lease Date Type Cards Kinds of King­dom card Theme
Dom­in­ion (Base game) Oc­to­ber 2008 Stand­a­lone 500 25 The ori­gin­al game.
In­trigue July 2009 Stand­a­lone 500 25 Decisions among multiple possible effects. Hybrid cards that are both Victory cards and another type.
Sea­side Oc­to­ber 2009 Ex­pan­sion 300 26 Cards with effects that happen on the player's next turn.
Al­che­my May 2010 Ex­pan­sion 150 12 The Potion Treasure as an alternate card cost, with cards that require a Potion as well as Coin to be bought. Decks with large numbers of Action cards.
Pros­per­i­ty Oc­to­ber 2010 Ex­pan­sion 300 25 Expensive cards and Treasures that do something when played in the Buy phase. Higher-value basic Treasure and Victory cards. VP tokens.
Cor­nu­co­pi­a June 2011 Ex­pan­sion 150 13 Cards that are more useful when there is variety in the player's deck.
Hin­ter­lands Oc­to­ber 2011 Ex­pan­sion 300 26 Cards that have an additional effect when bought or otherwise gained.
Dark Ages August 2012 Ex­pan­sion 500 35 Cards that have an additional effect when trashed. Cards that care about the Trash. Cards that upgrade themselves. Ways to upgrade other cards.
Guilds June 2013 Ex­pan­sion 150 13 Coin tokens that can be saved to spend later. Cards you can get more out of by paying extra for them.
Adventures April 2015 Ex­pan­sion 400 30 Cards that can be saved for the right moment. Events, which give you something to buy besides cards. Tokens that can modify cards.
Base Cards June 2012 Re­place­ment Cards 250 0 (A set of all the basic cards—Treasures, Victory, and Curse cards—from the standalones and expansions with new design and different art. No Kingdom Cards.)