![]() Before I'd tried it myself I saw some folks playing it at PAX Prime last fall, and they were taking their turns in rapid succession, hardly even speaking. One thing about the game is that, depending on the selection of cards, it's possible for there to be very little player interaction-I've heard it said that it can be like four people playing Solitaire together. Or the opposite might happen-you might have plenty of more plays but you've used up all the Action cards and can't draw any more. If you play a Smithy and get +3 Cards, you may get three Action cards which you can't use because you've run out of plays. But you can think of it as a Draw 5, Play 1, Buy 1 - and the cards you play on your turn will allow you more draws, more plays and more Buys if you can string them out in the right order. My first reaction upon playing Dominion for the first time was how easy it was to learn: Thunderstone in particular is pretty complex and adds a lot of different things to keep track of, but also having a basic understanding of deck-building games made it a quick task to get set up and playing.ĭominion actually reminded me of Fluxx in a sense, even though they're quite different games and Dominion is certainly not as silly or chaotic. Unlike many gamers, I hadn't played Dominion until after I'd already tried Thunderstone and Ascension, two other deck-building games that both came much later. The key is finding combinations of cards that work well together and being able to play them out in the right order so that you can get more cards from your deck, whether it's more Actions to play or more money to spend. But it's also easy to get caught up building wealth and forget the ultimate goal of getting points. If you go straight for Victory cards (which have no Action or coin value), then you'll get a few points initially but then each draw you'll end up with less and less money to spend and eventually you'll find yourself out of the running. The trick of the game is figuring out what combination of cards to purchase so that on any given draw of five cards you'll be able to do something useful. ![]() The Moat protects you from attacks-but only if you happen to have it in your hand when the attack is played. Some actions are attacks and can affect other players: for instance, the Militia forces all other players to discard down to three cards, or the Witch forces them to add a Curse to their deck. Then everything - cards played, cards in your hand and cards you purchased - gets put into your own discard pile, and you draw five more for the next turn. ![]() During the Buy phase, you add up any coins in your hand plus those you gained from your Actions, and may purchase one card (or more, if any of your Actions gave you additional Buys). This is particularly important to be able to string together Actions and get more cards. In the Action phase you may play one Action-most of the Kingdom cards are Actions - which might allow you to draw more cards, increase your spending power, gain cards from the supply or even get more Actions. You draw five cards from your deck, and then get an Action phase and a Buy phase. Each player maintains their own deck of cards and discard pile, adding new cards to it (or trashing them to get rid of them) and reshuffling as necessary. The goal is to get the most Victory points (by buying Estates, Duchies and Provinces) by the end of the game, which occurs when either the supply of Provinces is empty or any three supply piles are empty. However, once you're familiar with the game, you can use the randomizers to select the cards used for each game.Įach player starts with a small deck of cards that represents their dominion: 7 Coppers (worth 1 coin each) and 3 Estates (worth 1 point each). There's a set for the first time you play (shown above) and the manual includes four other recommended sets. Since there are 25 different Kingdom cards to choose from, each time you play you can select a different starting set. In addition there are ten stacks of Kingdom cards (10 of each except the Garden, which has 12). ![]() The game starts with a supply of cards laid out on the table: all the Treasure cards and Victory cards are included, as well as the Curse cards (worth -1 point in the basic game they are only used with the Witch so they're not pictured above).
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