Tag Info

Hot answers tagged

19

From the Intrigue rulebook: First you draw 2 cards. Next, each player (all at the same time) chooses a card from his hand and places it face down on the table between him and the player to his left. The player to the left then puts that card into his hand. Cards are passed simultaneously, so you may not look at the card you are receiving until you have ...


18

Yes, you can reveal Secret Chamber in response to Minion no matter what. Secret Chamber is a Reaction that can be played in response to Attack cards, and Minion is an Attack card. The fact that the person played the card in a way that wasn't "attacky" doesn't change the fact that it is an Attack card. The same goes for Pirate Ship when using its +$ ...


16

Upgrade is quite strong by itself for two reasons: You can use it to trash 0-cost cards that you no longer want in your deck (coppers and curses). Trashing curses is obvious, but regarding copper: do not underestimate the power of having a really small deck! You can use it to turn your Estates into Silver (always a good choice) or, even better, into a ...


16

I got a 3,000 card box from the local gaming store and then printed off a cardstock set of tab dividers from Board Game Geek (I use the Sumpfork tabs). All cards go alphabetically instead of by set, except for the cards common to all games. Prizes are stored with Tournament, because that's the only scenario in which you would need them. To simplify setup of ...


15

You can use Upgrade to gradually improve your deck while also carrying out a larger strategy. Because Upgrade is non-terminal (that +1 Action) you can turn your Estates into Silver or middling 4-cost cards into more powerful 5-cost cards while still playing your other Actions. It is tricky, I won't deny that, but it can have some value. I don't see it as ...


15

Coppersmith is a terminal action, therefore you have to design your deck to accomodate it. (By terminal action, I mean it is an action that does not give +Actions). As others have noted, Coppersmith is a card used to give you an early start. By managing your deck, you can extend that advantage well into the mid game. Here is a chart showing how 1 ...


15

This is really an answer to a broader question, but I think a fair way to break down the various Dominion boxes would be: Base: Build a powerful deck. Stack actions, and build up to buying Provinces. Intrigue: Change the rules of the game. Swap cards. Make cards cost less than normal. Make Coppers worth more. Victory cards double as actions or treasures. ...


14

Intrigue generally has nastier attack cards than Base does, and you really need to avoid getting hit by them or at least learn how to deal with their fallout. The three major attacks are: Saboteur: This is the only card in the game that can force you to trash a Colony or Province (and not get one back). Swindler: This allows your opponent to force you ...


14

Also, the decision points/micro turn order goes as follows: Player A plays a Minion. Player B reveals a Secret Chamber, and then can even grab a Moat from the next 2 cards into your hand, put two other cards on top of your deck, reveal the Moat, and then put the Moat back onto the top of the deck with another use of the same Secret Chamber. See the BGG ...


13

Possession and Masquerade are just known to be wacky when used together. That's just what happens when you have 100+ cards at this point. Donald X. Vaccarino said "Possession is a case where Masquerade ends up being a weird exception", but it's basically not worth special rules or changing the card for this one interaction. keithjgrant is also right that ...


13

Bridge affects the costs. From the Dominion Intrigue rules, page 8 Saboteur ... Costs of cards are affected by Bridge


12

I would not recommend any one card set to teach all the important rules from each expansion. That may be too much. For brand new beginners, I recommend the "Big Money" set from the first game. I use this before the one recommended by the base set rules ("First Play"?) because it teaches the trade off between money and actions. First Play is really a ...


12

Personally, my favorite expansion is Prosperity. My least favorite expansion is Alchemy. So, if I had to suggest an order, it would be: Prosperity, Dark Ages, Seaside, Intrigue, Hinterlands, Cornucopia, Guilds, Alchemy. Here are the major new things in each set: Intrigue New Mechanic: Multi-type cards (ex. Action – Victory) Actions tends to be ...


11

I already answered this here. And the other answers on that page are very good, but specific to Intrigue. If you have a friend you always play with who is getting Intrigue, I would get Seaside first. If not, get Intrigue first.


11

No. A passed card is not considered a gained card. From the Intrigue rulebook: “Pass” – when a player passes a card to another player, he places that card face down on the table between himself and the other player. The receiving player then takes the card from the table and puts it in his hand. A passed card is not revealed to the other players. A ...


11

This is explained in the Intrigue rules Conspirator – You evaluate whether or not Conspirator gives you +1 Card and +1 Action when you play it. If later in the turn you play more Action cards, you do not go back and reevaluate a Conspirator played earlier. For the purposes of counting actions, if you Throne Room an Action, that's one Action ...


11

Out of interest, how did you reach the position of having zero cards in hand, library and discard? Anyway, the answer is fairly simple, I think. Consider the following section of the rules, qualifying the action of "draw 5 cards from your deck": If there still aren't enough cards to draw/reveal, he just draws/reveals what he can. It seems clear ...


10

Baron is good because it gives a lot of $$$ very early in the game. Few cards will give you a good chance of getting a gold on the second run-through of your deck. Say you open with Baron and Silver. You have an 83% chance of drawing the Baron on turn 3 or 4, and in this case you can get a gold into your deck for your first reshuffle unless you get no ...


9

The biggest problem with extra players that I usually see is down-time. Dominion is partially a group solitaire game. There is some interaction between players with attack cards, but otherwise your opponents turns won't matter a lot besides keeping an idea on what piles are low and the game end. I find with 5 the main problem is "I know what I'm going to do, ...


9

I've actually seem some rather nice setups for storing Dominion cards on BoardGameGeek. The standard I've seen is using card dividers and storing the cards in one of the original boxes with the insert removed. Here are a few of the examples I've seen of what that looks like. One Game box containing multiple sets: Example Picture 1, 2, 3 and 4 ...


9

The Silver Gained from Trader works exactly the same as any other Gain; as Trader's text doesn't specify anything to the contrary, the Gained card goes directly to your discard pile. This situation is explicitly mentioned on page 11 of the Hinterlands instructions: If the card you were going to gain was not going to your discard pile, the Silver still ...


8

In addition to the odds laid out by Pat Ludwig, there are some cards that will make Coppersmith more or less useful. Cards that could make Coppersmith more useful. Actions are terminal unless otherwise noted: Adventurer (B) - Flip cards from the top of your deck until you've revealed two Treasure cards. Put the Treasure cards in your hand, discard all ...


8

I feel like the biggest difference between the Base set and Intrigue is that Intrigue focuses a lot more on action combos instead of big money with action augmentation. In the Base game, action chaining is a great way to get the most out of your turn because it allows you to stack money and buys from action cards, as well as gets you a lot of draws to see a ...


7

You allude to this, but I think a key in Intrigue is knowing which cards interact with each other. There are a lot of ways this is important: Identifying which Kingdom cards can mitigate the effects of the Attack cards your opponent bought Finding ways to use two terminal actions in the same turn by supplementing them with +Action cards (for example, ...


7

I'd suggest avoid extra actions for the first game... Only use Throne Room/Expand if you have no +1 action cards, and don't use any +2 action cards. Combos can be fun, but they can both extend the length of the game, and are harder to grasp for a newbie, often leaving them wondering why their turns are always short and boring while yours take forever.


7

Not forever, but for a while at least, don't play with the cards that require a player to make a choice for every other player. I'm thinking of cards like the Spy, where you get to choose whether or not to trash the top card of each player's deck. I suggest this because, if your group is inexperienced at Dominion, this kind of thing can easily slow the ...


6

Do not reveal the cards. Every time you are supposed to reveal cards, the card will explicitly direct you to do so. There are lots of cards that use the term "reveal" (e.g., Ambassador, Scout, Thief). The reason these cards specify to reveal other cards is that the default is not to reveal cards. Thus, since Masquerade does not direct otherwise, you should ...


6

In addition to the +1 Card and +1 Action, Upgrade is one of only two "gain a card costing X more" (note: I'm ignoring Forge here) cards that has the word exactly on it (the other is Cornucopia's Remake). Meaning that if you Upgrade a Copper or Curse, you get nothing back (assuming you didn't play a Bridge before it). With Remodel and Expand, you must gain ...


6

Baron will rarely be a strategy unto itself, but it's a decent accelerator for your early game. The strength is that it gives a lot of money early in the game (assuming you don't have an awful shuffle), but it does take up space later in the game. It's late-game use is primarily the +Buy, with the ability to also gain an Estate at the last minute. You don't ...


6

First, you have a mistake in your question: Shanty can give +2 cards, but sometimes it will only give zero (not the 1 that say in your second sentence). 1) In a standard village+draw engine, the vanilla Village is more useful because you will expect to have other actions in your hand, and so Shanty Town's bonus won't trigger. 2) If there are lots of ...



Only top voted, non community-wiki answers of a minimum length are eligible