36

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. 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 ...


18

No. Technically, you play all treasure cards you want to use at the beginning of your buy phase, after which point you cannot play more cards. If you have played any copper, you cannot buy Grand Market, and if you have already bought Grand Market you are into your buy phase already and cannot play any coppers. There are a few exceptions: Cards that give ...


18

Almost never. A first turn Mint wrecks your economy, and being able to buy good cards on turns 3 and 4 is really important in order to not fall behind your opponent. Mint/Fool's Gold is an elite opening because it allows you to get a massive density of Fool's Gold in your deck quickly. Mint/Lighthouse is acceptable, especially if there are lots of attacks, ...


14

Your friend is correct. You may only play treasure cards during your buy phase, at which point you are no longer able to play action cards.


12

The combo is what is known as a "pin", although the biggest problem with it has been somewhat fixed in the 2nd version of Intrigue, which changed how Masquerade works. For reference, the three cards are (using their 1st edition wordings): King's Court: You may choose an Action card in your hand. Play it three times. Goons: +1 Buy. +$2. Each other ...


12

There is a standard way to store those cards in the big box. Your big box should've come with a couple of large bookmark-shaped cards. One side has a bunch of card names upon decorative scrolls, like this: photo from Board Game Barker What you're supposed to do with this organiser card is to lay it down in the center of the box, between all the card slots. ...


11

"one at a time" is correct. There's really nothing confusing about this or any card if you just read it simply and literally without adding any made up external ideas. You may choose an Action card in your hand. Play it three times So I play a King's Court. It says I may choose an action card, so I do. The card I choose is King's Court. I play it three ...


10

You do not replace the coin tokens. So with Colonies in the game, and no other extra victory cards, yes, four is the maximum number of coins on the mat. Remember that there potentially are other victory cards among the kingdom cards in the game, though, depending on what expansions you're playing with - like Gardens from the base game, and many others. Why? ...


10

Peddler is a market without the +Buy. It would have been an unremarkable card if not for its unique price. The standard price is $8, which is the priciest action in the game, but you never really want to buy it at that cost. The below-the-line part reads: During your Buy phase, this costs $2 less per Action card you have in play, but not less than $0. ...


8

One common mistake people make is picking up a Hoard right away, and then buying a Duchy (or even Estate) to get the extra Gold. When you do that, you have added 3 cards to your deck, for a total of $5 money. That's less money-per-card than just a Silver gives you! Each time you buy a Duchy and get a Gold, you're adding 2 cards for $3 money... again, worse ...


7

Buy hoard when you plan to buy victory cards early or often. Hoard is a great card to pick up if there are victory cards in the kingdom cards that interest you. Don't buy it when you think the game will end with you just having your share of provinces/colonies. These are expensive, meaning you will need the extra $1 from the gold. also, you will likely buy ...


6

If Mandarin is also available, buying Mandarin/Mint with you turns of 5 buy is sometimes worth it, as the +3coins from the Mandarin mean you can easily get a silver and start minting silver and gold (or other special treasures) Now dark ages is out there is another good Mint Combo, Mint/Squire. Squire gets you cash and a silver, which is better than any ...


5

One thing to note is that Masquerade was updated for second edition Intrigue. Originally, if you had no cards in hand when it was time to pass cards; you simply didn’t pass one, but you still received one. In the new edition wording, if you don’t have a card to pass, then you don’t receive one either. On first edition, the idea was that you could use this ...


5

Go here for the divider cards for all the sets: http://boardgamegeek.com/filepage/73412/double-sided-horizontal-dividers-for-dominion-hint and for the perfect carrying case that you see in the first links picture: go to http://www.sciplus.com/p/STOREITALL-BOX_4254 - the STORE IT ALL BOX with removable dividers. We currently have the cards to: Dominion, ...


4

I agree with philosophyguy's answer. Additionally, in rare situations where there are no other trash/upgrade cards, I'd consider opening Mint/Embargo and then embargoing Mint.


3

There are no "official" kingdom sets for Prosperity and Cornucopia. Personally, I like it when both Tournament (from Cornucopia) and Colonies (from Prosperity) are out, because it tempts people to try to buy some Provinces and end the game on piles. Even more interesting if Bishop is out, so you could potentially trash the Provinces for decent points. I'd ...


3

Neither Colony nor Platinum are required for 5-6 player. (Neither of them are in Intrigue, either.) From the Intrigue Rules PDF: 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, ...


3

Or are you better off waiting until it actually does happen before investing in this card? No, you're not better off. If you're going to invest in Cities, waiting for a pile to empty first is too slow. Timing If you can load up on Cities and run two piles out, you'll dominate. I generally do go for cities. The most important rule for cities is: if you'...


3

The answer from Pat Ludwig is correct, this is just additional clarifications of the rules regarding the tracking of actions: Donald X writes: If you TR or KC a duration card, leave out the TR or KC with the duration card. [It's tracking that you doubled or tripled that card] If you TR or KC a TR-or-KC used on a single duration card (and up to 2 non-...


2

The general rule is to buy Cities early if you see cards or card sets that may cause piles to empty early. Some such sets are: Single cards: Curse-giving cards - Causes Curse pile to empty Village (Base) / Fishing Village (Seaside) Swindler (Intrigue) - Has a tendency to cause Duchy pile to empty. Lighthouse (Seaside) Treasure Map (Seaside) Pirate Ship (...


2

You do not replace them, but four is not the maximum number of coins: the kingdom may include victory cards like Harem, Gardens, or Feodum.


1

Trade Route tokens are never replaced. They're either on the Victory cards or on the Trade Route mat. Remember that if you gain a card, you also transfer the token over to the mat. Last but not least, each Victory card, whether it's a starter card (e.g. Estate, Duchy, Province, Colony) or Kingdom card (e.g. Garden, Fairground, etc.) starts off with a ...


1

The usefulness of Hoard depends on a few things: If there are any dual-type Victory cards (Great Hall, Nobles, Harem, Island, Tunnel, etc...) in play, buy those with Hoard. Are there any cards that let you trash cards in play? If so, buy Estates and Duchies, then trash them later. This works even better if you have multiple buys, as Horde applies to every ...


1

I bought a 1000 card box and used index card halves for dividers (longer than the card length). I have like 5-6 sets. I combined all the sets together and then separated first by purchase cost (6+ as one grouping) then by alphabet groupings like A-M, N-Z, etc. In this manner it cuts down on the time it takes to put cards away since you don't have to find ...


1

Yes, there is what the rulebook says for choosing randomly. But there are two primary effects of these cards and honestly I think the bigger issue is which effect matters more for you. Platinum and Colony extend the depth of strategy you can put into a build up. They tend to make for longer games, but games in which you could take things further. This is a ...


1

Necroing as there are several new expansions now. Adds the least complexity to the game: Base > Intrigue > Cornucopia > Guilds > Seaside > Prosperity > Hinterlands > Alchemy > Dark Ages Completely personal preference (subjective, obvi) Guilds > Dark Ages > Prosperity > Hinterlands > Seaside > Alchemy > Intrigue > Cornucopia > Base Most experienced ...


1

Maybe it's just the people I play with, but Cities are quite useful if there are cursing cards sitting around (e.g. Witch or Sea Hag). In my experience, especially with four players, Curse piles can empty pretty quickly, even if Provinces are going at a decent rate and no other pile is close to emptying. Of course, the best defence is a good offence, so ...


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