Dominion Big Box. Beginner Friendly. Expansion Compatibility. Quick Links. Learn More. Most beginner friendly: Dominion 2nd edition. Most interesting: Dominion Intrigue. Which Dominion expansion to add?
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In short — Seaside is a must-own for any group that digs Dominion, while Hinterlands is only necessary for mega-fans and completionists. It's worth pointing out that the overall quality of Dominion's full-sized expansions is quite high - there are no true duds. So Hinterlands may be the least essential, but it still features plenty of fun new cards. Released a year after the base game, Seaside focuses on setting up future turns through the use of Duration cards, which remain in play after the end of your turn.
Because of that fine balance, Seaside is the ideal choice for those deliberate players who like a bit more calculation in their play. Advertisement The theme of Prosperity is wealth, with many action cards that interact with treasure cards and provide bonuses to players who focus on amassing as much gold as possible.
Because of the snowballing effect of cards affected by treasure, turns can go from simple to complex very quickly.
Chaining together a string of treasure and actions cards is very satisfying, making Prosperity a good pickup for those with a penchant for the gaudy. If you become bored by Seaside, Prosperity and Intrigue and find yourself looking for something more involved, one of these might be worth a look. Hinterlands , the most recent large expansion, is more skippable. Empires is widely regarded as the best of this pack.
Included in the Dominion family of games are three small-box expansions. These include fewer cards than the larger expansions, but can still change the game in drastic ways. For example, the Alchemy expansion introduces potion cards, a sort of currency used to buy and play powerful action cards. The other two small expansions are Cornucopia and Guilds. At one point, these two expansions were sold together in one box which made them a great value for some genuinely fun cards.
The first-edition of Intrigue developed a somewhat unfounded reputation as a highly attack-heavy expansion: in actuality, Intrigue contained fewer Attack cards than the base set and fewer than the next expansion, Seaside. This reputation arose in part from the fact that the Attack cards Intrigue did have had a reputation as particularly annoying attacks to get hit by even the relatively weak Saboteur , which is unpleasant out of proportion to how effective it is , and in part because it had some non-Attack cards Masquerade and Tribute that affect players in ways that occasionally make them feel like they're being attacked.
The second edition has removed both Saboteur and Tribute , and has a slightly modified Masquerade which has been revised to avoid the most punishing use from the first edition version. Game designer Donald X. First Polish version by Bard. When Intrigue was revamped for the second edition , it received new box art.
However, it was discovered that the artist had used a photograph of Renaissance Fair players without their consent in the artwork, and it was replaced with art from a different artist when it was reprinted. From the start, Intrigue was groomed to be the first expansion.
To me that meant making it the most true to the main set. If the first expansion was especially exotic, then when only the main set and that expansion were out, half the game would consist of this exotic stuff.
If the second expansion is the first exotic one, then it's down to a third of your cards if you have the first expansion too of course it's even less if not all of the second expansion is exotic. That seems more reasonable.
The mechanics in the first expansion are things that to me are just a basic part of the game; later expansions may not have as many victory cards that do things or cards that say "choose one," but they'll have those things when they're wanted.
The main set didn't have those things in part to keep it simple for new players and in part because you can only fit so much in 25 cards. Any card that didn't make the set may still make a later set in a fixed-up form, depending on how many expansions actually come out and stuff. So I don't want to just tell you what all of the outtakes were.
Probably I can tell you a bit about them though. In general you probably can't tell anything from the names of transplanted cards, which may have been changed anyway; but in this case they weren't and you can: feasting and chancellors fit right into this set. I am kind of embarrassed by it - it left this set because it didn't add enough to the game, and then it became a promo and well that's still an issue, right? It does at least have the merit there of not making people feel as much like they have to have it.
But the thing is, we found out we needed the promo the same day it was needed. There was no time to test a new card, and Envoy was one of a small number of cards that had actually had some external playtesting other than the cards in the set, which I didn't want to give up.
The steward smiles at you like he has a secret, or like he thinks you have a secret, or like you think he thinks you have a secret. At the very least, there are yours. Everything is going according to plan. This is the second edition of Intrigue. Compared to the first edition of Intrigue, six cards were replaced and one added.
This expansion includes 6 player support. It introduced choices. Some cards include options for the player, which offer versatility, for example both in early and late game. It also introduced Victory cards with more than one type, with functional effects beyond scoring. The mechanics introduced by these cards have been layered through later sets, expanding the basic vocabulary of what the game is.
Because intrigue introduces more Victory cards than any other expansion, Victory cards are a defining feature of this set. Intrigue has also pushed toward more advanced strategies, such as deck-tracking with the card Wishing Well. Cards like Swindler reward keeping close tabs on your opponents' strategies. By knowing what card is least suited to add to their decks, a discerning player can foil a foe better than one who is solely focused on their own deck.
This deck also introduced cards such as Coppersmith and Conspirator, which shine in custom decks full of otherwise undesirable cards.
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