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flapjack_fighter's Dominion (Other)
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[February 9, 2014 08:18:32 PM]
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Summary:
Dominion is a deck building card game for two to four players. The object of the
game is to have the most victory point at the end.
Setup:
There are four stacks of victory points(VP) which consist of an Estate(worth
1,costs 2), a Duchy(worth 3, costs 5), a Province(worth 6, costs 8), and a
Curse(worth -1, costs 0). There are also three stacks of Treasure cards which
consists of a Copper(worth 1, costs 0), a Silver(worth 2, costs 3), and a Gold
(worth 3, costs 6). Then, there are ten Action card stacks which are chosen at
random. These stacks can cost anywhere from 2 to 6 Copper each and have 10 cards
that are exactly the same. Action cards allow the player certain abilities. For
example, one card, the Laboratory, grants +2 Card and +1 Action. Each player
starts with a personal deck of three Estate cards(1 Victory Point) and seven
Copper cards.
Terminology:
Discard: Put the card in your discard stack
Trash: Put the card out of play
Players will be called A, B, and C
Gameplay:
Each player shuffles his/her deck. One player then draws the top five cards from
their deck and play begins. Every turn, the player gets one Action and one Buy.
These can be extended by buying Action cards that give the player bonuses. After
the buy is over, the player puts his/her cards into a discard pile. Once there
are not enough cards, the discard pile is reshuffled and placed on the bottom of
the draw pile. The game ends when the final Province is purchased or three other
stacks of cards are depleted.
Play Session #1:
The Action Cards:
-Courtyard(Action, costs 2): +3 Cards, Put a card from your hand on top of
your deck
-Secret Chamber(Action-Reaction, costs 2): Discard any number of cards. +1 per
card discarded. When another Player plays an Attack card, you may reveal this
from your hand. If you do, +2 Cards, then put 2 cards from your hand on top of
your deck
-Warehouse(Action, costs 3): +3 Cards, +1 Action, Discard 3 cards
-Great Hall(Action-Victory, costs 3): +1 Card, +1 Action, 1 VP at the end of
the game
-Wishing Well(Action, costs 3): +1 Card, +1 Action, Name a card. Reveal the
top card of your deck. If it's the named card, put it into your hand
-Workshop(Action, costs 3): Gain a card costing up to 4 Treasure
-Spy(Action-Attack, costs 4): +1 Card, +1 Action, Each player(including you)
reveals the top card of his/her deck and either discards it or puts it back,
your choice
-Feast(Action, costs 4): Trash this card, Gain a card costing up to 5 Treasure
-Ironworks(Action, costs 4): Gain a card costing up to 4 Treasure. If it is
an...
-Action card, +1 Action
-Treasure card, +1 Treasure
-Victory card, +1 Card
-Mine(Action, costs 5): Trash a Treasure card from your hand. Gain a Treasure
card costing up to 3 Treasure more; put it into your hand
The Play:
Since this was the first time playing Dominion for two of the three players,
the first session took longer than a normal game would take. That being said,
the score was extremely close at the end. As seen by the cards above, players
could easily string together action cards to make their hands better. Usually
with a deck like this, I would have just played the route of buying only
treasure cards. Since the Action cards don't let you cycle or provide you with
guaranteed extra cash every time you play them, I feel like that is a better
strategy. With the other two not really having a strategy(Since it was their
first time), I bought a Spy, which allowed me to slightly worsen their decks. I
then got a few Great Halls, which let you cycle your deck and provide VP. Secret
Chamber then allowed me to use my VP as Treasure cards. This was not the best
strategy I could have had, but it still turned out fine. The final score ended
A-42, B-43, C-24.
Play Session #2:
The Action Cards:
-Moat(Action-Reaction, costs 2): +2 Cards, When another player plays an Attack
card, you may reveal this from your hand. If you do, you are unaffected by that
Attack
-Chapel(Action, costs 2): Trash up to 4 cards from your hand
-Shanty Town(Action, costs 3): +2 Actions, Reveal your hand. If you have no
Action cards in hand: +2 Cards
-Swindler(Action-Attack, costs 3): +2 Treasure, Each other player trashes the
top card of his deck and gains a card with the same cost that you choose
-Smithy(Action, costs 4): +3 Cards
-Thief(Action-Attack, costs 4): Each other player reveals the top 2 cards of
his/her deck. If they reveal any Treasure cards, they trash one of them that you
choose. You may gain any or all of these Treasure cards. They discard the other
revealed cards
-Scout(Action, costs 4): +1 Action, Reveal the top 4 cards of your deck. Put
the revealed Victory cards into your hand. Put the other cards on top of your
deck in any order
-Throne Room(Action, costs 4): Choose an Action card in your hand. Play it
twice
-Coppersmith(Action, costs 4): Copper produces an extra Treasure this turn
-Laboratory(Action, costs 5): +2 Cards, +1 Action
The Play:
The second play session took around 30 minutes and ended with a fairly large
point spread between each player. A Thief was bought almost immediately, which
led to the Moat being purchased soon after. The other two players tried a
combination of Smithy, Shanty Town, and Throne Room. When I see cards that allow
me to cycle through my deck, I pick them up. The Laboratory card obviously lets
you do this. I immediately bought as many of those as I could. After that, I
purchased a Scout to thin the deck out even more. By playing the Laboratory
cards first, I could then my draw deck out. With any luck, I could then play
Scout and pull some of the point cards into my hand. This helped me get better
hands with less fluff that the point cards provide. The final score ended A-25,
B-37, C-31.
Changes:
I know this game has been out since 2008 and currently there are eight
expansions to the base game. The deck that we played only included two
expansions(Intrigue and Seaside). Mixing of certain cards can make the game
almost unbearable. For example, the Action card that gives you a Curse when it
is played, mixed with the Action card that allows the person playing it to put
tokens on any purchasable card that gives the buyer of that card a Curse card
every time they buy it. It is especially frustrating when there are a bunch of
Action-Attack cards and no Action-Reaction cards in play. Other than the
occasional bad selection of Action cards, this game is fairly well balanced with
the expansions we played.
This entry has been edited 1 time. It was last edited on Feb 10th, 2014 at 10:39:36.
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flapjack_fighter's Dominion (Other)
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Current Status: Playing
GameLog started on: Sunday 9 February, 2014
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