When is dominion playable




















Edit source History Talk 0. Size chart of playable and non-playable Dominion and Tholian Dreadnoughts. Size chart of playable and non-playable Dominion and Tholian Battleships and Cruisers. Scaling Tier 6 unless otherwise noted Lvl.

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Jem'Hadar Vanguard Heavy Destroyer. Jem'Hadar Vanguard Carrier. Jem'Hadar Vanguard Warship. Jem'Hadar Vanguard Heavy Raider. Jem'Hadar Vanguard Dreadnought Cruiser. Jem'Hadar Attack Ship. Jem'Hadar Dreadnought Carrier T5. Jem'Hadar Recon Ship. Jem'Hadar Strike Ship. Jerry Jeremiah 1 1 silver badge 6 6 bronze badges. Nathan Mc Nathan Mc 21 2 2 bronze badges. Did you copy this from BGG in the sense that you originally wrote it, or are you quoting someone else's idea?

Make sure you mark the respective parts as such, and if possible, provide a source link. While this would work, the method seems lacking in a few ways.

It's uninteresting because in some Kingdoms, Big Money the strategy described is the best way to go, while in others, it is hopelessly ineffective.

It's uninformative because the point total isn't good way to judge success. It's possible to have a definitive win locked down with only a point or two of margin, but also possible to barely squeak out a win even with a large point margin. It's unnecessary because BM, on average, takes 17 turns to buy 4 Provinces. There's no need to simulate, just use that as a benchmark. NuclearWang "BM on average takes 17 turns to buy 4 Provinces" - only if the opponent s never play any attack cards.

As soon as you introduce cards like Militia, simulation is necessary. That puts this scenario under the "uninteresting" category. MHofer84 MHofer84 49 2 2 bronze badges.

Discard everything you played and bought. Draw five more cards. As with other abstract strategy games like chess or Go , this simple ruleset quickly spirals into complex strategic decision-making. In most Dominion games, the optimal strategy is to buy Provinces as fast as possible. At the start of the game, the only treasure cards you have are Coppers, so the best you hand you can draw from your deck of 10 is a hand of five Coppers.

So you have to buy new treasures. The game is full of complex tradeoffs like that. Everyone starts each game on equal footing, with seven Coppers and three Estates. You all have to build your decks from the same starting point. The cards you play with each time are randomly selected, too, so no two Dominion games are exactly alike. That all might sound intimidatingly intricate. And indeed this intricacy sometimes discourages players in real life — where you have to actually pull out physical cards and shuffle them — from expanding beyond the base set.

The game gets better and better with every expansion you add. Every turn, if you have three or more Coppers in your hand, buy a Silver. Keep doing that until you draw Coppers and Silvers that add up to six or seven coins, in which case, buy a Gold.

If your cards add up to eight coins or more, buy a Province. It is dead-simple to execute, and you can play a full game online this way in about five minutes. After that, you should start to have a handle on the rules. Then you can experiment. These cards are unique in that there are only five of them, and each one is different.

It now comes bundled with Guilds to form a regular-sized expansion. Hinterlands , the sixth expansion, is a regular-sized expansion, like Seaside and Prosperity. Dark Ages , the seventh expansion, is a very large expansion, including 35 new Kingdom cards. It focuses on cards that interact with trashing and upgrading cards. It replaces the starting estates with Shelters. Guilds , the eighth expansion, is a small expansion, including 13 new Kingdom cards.

It has themes of Coffers and overpay. Coffers are tokens that can be saved and used later for coins. Overpay allows you to pay more for certain cards to get a bonus depending on how much you overpay. It now comes bundled with Cornucopia to form a regular-sized expansion.

Adventures , the ninth expansion, is a large expansion, including 30 new Kingdom cards. Reserve cards can be saved to use when you need them.

Travellers are cards exchange out for better cards when used. Events are things that you buy to perform an ability immediately instead of gaining a card. Player tokens augment the abilities of a card pile or track player-specific state. Empires , the tenth expansion, is a regular expansion, including 24 new Kingdom cards. It has Debt, split piles, Landmarks, as well as more Events, Duration cards, and cards that use Victory tokens. Debt cards have you take Debt tokens to buy them that must be paid off before buying anything else.

Split piles have have multiple kinds of cards in one pile in an increasing order. Landmarks introduce additional scoring rules when included in a game. Nocturne , the eleventh expansion, is a very large expansion, including 33 new Kingdom cards. Night cards are played after the Buy phase and depend on what you did in the current turn or set up the next one.

Heirlooms replace one or more starting Copper cards. Boons and Hexes are random good and bad effects given out by certain cards. There have been various promotional cards released. They are sold in the BoardGameGeek Store. These are designed to give the cards needed for 5 or 6 players or to replace worn out base cards. Dominion was designed so that any ten Kingdom cards will work together.

So, in a manner of speaking, Intrigue is both. Intrigue expands the base game by giving you an additional 25 Kingdom cards, but it also provides extra Treasure, Victory and Curse cards so it can be played as a standalone. Too many to mention. As for finding good, balanced ones, you are on your own there. Dominion is created for players, and it works well with all these numbers.

The difference is that with more players the downtime is slightly more pronounced and the attack cards usually have a larger effect on the game. Also, the advantage of being earlier in the player order is much more pronounced in games with a larger number of players. Intrigue first edition and the Base cards product offer a way to add a 5th and a 6th player, but playing with more than 4 players increases downtime significantly.

Other issues can arise with a larger number of players: the 6th player has a disadvantage in winning the game; and cards which benefit when any player reveals a certain card from the top of their deck e. Thief and Pirate Ship tend to be quite powerful. Even though the gameplay mechanics do not restrict the maximum number of players, 6 is officially considered to be the top number of players one should choose to include in a single Dominion game.

Playing with 7 or 8 players is possible when combining Dominion with Intrigue, but it is expected that the players will split between two separate games. Note that, with two tables, you can speed up setup time for the second game simply by having each group of players switch tables.

Sleeving is a matter of personal preference but, of course, unsleeved cards will eventually show wear after a lot of play. Note that the Treasure, Victory, and Curse cards are used more often than a specific set of Kingdom cards, so, at least in theory, the non-Action cards should eventually show more use.

If you play Dominion only once or twice a week, you should not need sleeves. An easy way to shuffle sleeved cards is to deal them into two or three stacks and slide them together.

Dominion cards are smaller than sleeves for collectible card games, such as Magic: the Gathering. There are other sleeve manufacturers but these are the most popular. Note that cards sleeved with the collectible card game sleeves will not fit into the slots of the Dominion inserts.

Strategy Questions. There are some games where players can win faster by only buying Treasures and Provinces, but they are rare. This is called the Big Money Strategy. Generally speaking, no.



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