Short answer: yes, its possible and it has been officially acknowledged that the German rules are wrong.
Long answer: as you have already quoted from the base game rules (emphasis mine)
The cost of a card is in its lower left corner. The player may play some or all of the Treasure cards from his hand to his play area and add to their value the coins ...
You do exactly what the card says in order, how bold the type is doesn't matter. The +2 Actions isn't an instruction to play (up to) 2 action cards at that time, it means that later in the Action Phase you can play 2 additional actions. So the revealing cards would happen before you could play any other cards from your hand.
From the Dominion Rules:
I don't know about the biggest - you could buy curses instead - but yes, this is definitely a big mistake and one of the most common.
Buying only silver and gold (aka "big money") is actually a reasonably strong strategy. It's not amazing, it's pretty easy to beat, but it'll tend to win over beginner players and it's definitely way better than buying ...
No. It's not an inherent property of Reaction cards that they protect you from attacks. What makes a card a Reaction is that it's used outside of the normal game sequence when something happens; they don't have to interact with attacks at all.
Moat protects you from attacks because it says it does. Tunnel gives you Gold when discarded, ...
No, you cannot do this. Your "hand" always refers to cards that you physically keep in your hand. Cards that you have played this turn are in a different place, the "in-play" area.
On page 6 of the rulebook:
To play an Action, the player takes an Action card from his hand
and lays it face-up in his play area.
Pages 9 and 10 also show picture examples ...
As a general rule that applies to all of Dominion, you always must follow every instruction on the card you play as long as it is possible to do so. Whenever there is the option to not do something, the card will use the word "may". This means that if you play Moneylender, you are forced to trash a Copper (if you have one), and if you play Smithy, you are ...
No, you can't play it as a reaction card. Only cards labeled "Reaction" on the bottom can be played as reactions. Band of Misfits just says Action, so it may only be played during your turn.
When you do play it during your turn, if Moat is in the supply, you can certainly play it as a Moat, to get +2 Cards. But it doesn't copy another card until you ...
One great resource is Dominion Deck Builder, a website that allows users to design and save kingdoms. They can be voted on, discussed, etc.
This is also a frequently-discussed topic at the Dominion Strategy Forum. Here are a few threads that each list several Kingdom setups that people have suggested, and in the latter 2 threads, voted on:
One of the clearest examples of game theory in Dominion shows up quite frequently in 2 player endgames, and it's called the Penultimate Province Rule (PPR). Basically, you should avoid buying the second to last Province if buying the remaining Province would allow your opponent to win.
Imagine a game where my opponent and I each have 3 Provinces, with 2 ...
Spoils is played twice, but is returned to the Spoils pile and not trashed.
Spoils is a treasure providing three coins that reads:
When you play this, return it to the Spoils pile.
When you play this, you may play a Treasure from your hand twice. If you do, trash that Treasure.
According to the Dark Ages rulebook (PDF), page 11:
As of 2020, there are 14 sets and 11 promo cards1.
In release order:
Dominion (Base game)
And the list of Promo cards:
Envoy (November 2008)
Black Market (March 2009)
Stash (February 2010)
Walled Village (June 2011)
The key point is that you're not reacting to the reaction cards. Rather, you're reacting to what happens after those reactions resolve. Thus there is no "going back".
There actually isn't nesting in your examples. This is what should happen for your 2nd paragraph example. I've indented the reactions
Buy Ill-Gotten Gains.
Gain Ill-Gotten Gains.
You do everything on the card in the order it says:
Draw one card.
Add one to the number of remaining actions you have for the turn.
Add one coin to the amount you have to spend this turn.
Discard a card.
And then you can move on to other Actions or your Buy phase. So you'll discard a card before you play any other actions. (But it's during your Action ...
I taught myself how to beat Treasure Bot (our name for this effect, to distinguish from the wait-for-platinum strategy Prosperity introduces) by having simple rules which -- while not on their own necessarily better than treasure bot, were useful for developing the "feel" of a good deck.
(The zeroth rule: if you see a way to buy a province, do so. This is ...
There is certainty a first-player advantage in Dominion. However, that particular house rule gives a possibly even more significant second-player advantage. The reason for this is that the first player can never safely end the game. He has very little control over how the game ends. The best he can do is to build up a significant lead, then end the game and ...
In Dominion, the general rule is that you have to do everything on a card in order before you can play another card.
This affects Throne Room in an odd way, because it means you have to do everything printed on the card Throne Room tells you to play, then do everything on that card again.
Thus, when you Throne Room a Throne Room, you play one card and ...
No, because you trash all cards simultaneously.
From the Dark Ages rulebook:
When two or more cards are trashed at the same time, such as due to Count, first trash them all, then pick an order to resolve things that happen due to trashing them.
So with Donate, you must trash all of the cards you want to trash at the same time; and only then do any trashed ...
It is not considered in play if it has moved from your play zone to the trash.
The 'no more than one action card in play' trigger will not count mining villages that were played and then immediately trashed.
Sources: forum post by Donald X. (games creator)
Walled Village: When you play this, you ...
The cost of Spoils is 0. When you 'gain(s)' a card, unless it specifically names a card not in the supply, you can only choose for cards from the supply.
Copper, Curse, and Ruins (when playing with them) are in the supply and cost 0. Making all valid choices for cards that can be gained when Swindler trashes Spoils.
Things that require no actual house rules:
1. Get and use the Prosperity expansion (or the Dominion Base Cards set), and play more games with Colonies/Platinum.
Games with Colonies usually last longer, because it is not often worth buying Provinces. Instead of trying to get to $8 for Provinces, you are trying to get to $11 for Colonies.
2. Use setups that ...
The vast majority of the cards feature unique artwork, which is great. However, there are some cards that indeed include other cards' artwork, like:
Scrying Pool (from Dominion: Alchemy) depicts the artwork from Village. Just turn the card upside-down to see the reflection in the pool.
Minion (from Dominion: Intrigue) displays a portrait of a Minion. Self-...
Nothing happens at all.
There's a (likely unofficial) rules clarification on Ambassador's Dominion Strategy wiki:
If you reveal a card which is not in the Supply, such as Spoils, Madman, Mercenary, or Shelters, Ambassador does nothing.
The same article also quotes an official FAQ clarification:
If the pile for the chosen card runs out, some players ...
Using the Dominiate Online Simulator I simulated a few Mine and money strategies in two player games against Big Money. The best strategy I could find was to play Big Money, but buy a Mine in preference to Silver if there is enough money. The simulator upgrades Silvers to Gold rather than Coppers to Silvers if there's a choice (the Dominion Strategy Guide ...
This doesn't work as you are thinking:
Harbinger has you draw a card before you look through your discard pile. This means that when you play Harbinger, the first thing you do is draw a card, which requires you shuffle your discard pile and make a new draw deck. So having played Chancellor first actually makes Harbinger worthless!
Harbinger doesn't put the ...
In a 4p game, you should be more eager to take an early Province than in 3p or 2p. There are two reasons for this. First, in 4p each Province is a larger share of the available points, and you have on average a smaller number of turns. Second, in 4p you are more likely to see the game end on three piles before all the Provinces are gone. As a rule of thumb, ...
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. ...
For my suggestion of a house rule to use, please see the section of this answer titled "Embargo Counters".
If I understand correctly, you were learning the game naturally by playing it - it's just that at the current stage of learning it you have got to, it isn't very interesting, which makes it harder than it has been to carry on learning it simply by ...
The update pack serves two purposes:
Replace 6 old cards with 7 newer ones
Provide a new card strip; base cards are missing from the new strip.
Replacing older cards
The following 12 cards have been removed from their respective versions:
Base game (6): Adventurer, Chancellor, Feast, Thief, Spy, Woodcutter
Intrigue (6): Coppersmith, Great Hall, Saboteur, ...
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 ...