History TabletopGame / Dominion

26th Nov '16 10:45:57 PM Asbduhas
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The base game comes with 25 cards, and the game already has 9 expansions [[note]]The first one, "Intrigue" is another version of the base game with 25 cards, playable as a standalone or as an expansion[[/note]].

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The base game comes with 25 cards, and the game already has 9 10 expansions [[note]]The first one, "Intrigue" is another version of the base game with 25 cards, playable as a standalone or as an expansion[[/note]].
19th Nov '16 8:01:21 PM Gatomon41
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A 2008 CardGame designed by Donald X. Vaccarino. It is part of the {{Euro Game}} genre (focusing on competition for resources), and is ''extremely'' popular.

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A 2008 CardGame designed by Donald X. Vaccarino. It is part of the {{Euro Game}} genre (focusing on competition for resources), and is ''extremely'' popular.
popular. In its wake, the subgenre of {{Deckbuilding Game}}s was formed.



Dominion, the first DeckbuildingGame, is entirely card-based. Compared often to a [[CollectibleCardGame CCG]], each player has a private deck of cards that represent their [[TitleDrop dominion]]--the resources, income, and employees that they have access to. Players expand this dominion by purchasing cards from stacks at the center of the table. But each of these cards is in limited supply, and players with more buying power will obviously get them first.

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Dominion, the first DeckbuildingGame, Dominion is entirely card-based. Compared often to a [[CollectibleCardGame CCG]], each player has a private deck of cards that represent their [[TitleDrop dominion]]--the resources, income, and employees that they have access to. Players expand this dominion by purchasing cards from stacks at the center of the table. But each of these cards is in limited supply, and players with more buying power will obviously get them first.



* GenreLaunch: Of "deckbuilding games"--certainly there are many elements of other games in its mechanics, but the specific way Dominion turned the act of deckbuilding into a gameplay focus [[TropeMaker quickly popularized the genre]].

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* GenreLaunch: Of "deckbuilding games"--certainly "{{Deckbuilding Game}}s"--certainly there are many elements of other games in its mechanics, but the specific way Dominion turned the act of deckbuilding into a gameplay focus [[TropeMaker quickly popularized the genre]].
19th Nov '16 7:53:58 PM Gatomon41
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A 2008 BoardGame designed by Donald X. Vaccarino. It is part of the {{Euro Game}} genre (focusing on competition for resources), and is ''extremely'' popular.

to:

A 2008 BoardGame CardGame designed by Donald X. Vaccarino. It is part of the {{Euro Game}} genre (focusing on competition for resources), and is ''extremely'' popular.



The game is entirely card-based. Compared often to a [[CollectibleCardGame CCG]], each player has a private deck of cards that represent their [[TitleDrop dominion]]--the resources, income, and employees that they have access to. Players expand this dominion by purchasing cards from stacks at the center of the table. But each of these cards is in limited supply, and players with more buying power will obviously get them first.

to:

The game Dominion, the first DeckbuildingGame, is entirely card-based. Compared often to a [[CollectibleCardGame CCG]], each player has a private deck of cards that represent their [[TitleDrop dominion]]--the resources, income, and employees that they have access to. Players expand this dominion by purchasing cards from stacks at the center of the table. But each of these cards is in limited supply, and players with more buying power will obviously get them first.
14th Nov '16 12:10:31 PM SteveMB
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** Seaside introduces "Duration" cards which do something when played and also do something (perhaps the same thing again, perhaps not) on the player's next turn.
14th Nov '16 12:09:21 PM SteveMB
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** Adventures introduces "Event" cards which stay on the table and may be used by any player.
** Empires introduces "Landmark" cards which have a persistent effect on the game.
18th Sep '16 4:33:27 PM TeraChimera
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** Intrigue introduces the Harem card: the first card that provides both money and victory points.

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** Intrigue introduces the Harem card: the first card that provides both money and victory points. It also has the Nobles, which is not only a victory/action card, but gives you two different actions to chose from when you play it.
5th Aug '15 10:44:29 AM Elanchana
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* ExtraTurn: Several variations--Tactician, Possession, and Outpost each give you one in different ways. See the trope page.

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* ExtraTurn: Several variations--Tactician, Possession, Outpost, and Outpost Mission each give you one in different ways. See the trope page.
26th Jul '15 6:13:56 PM CleverPun
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** The online game, however, does this for everything from buying expansions to changing your starting had in Adventure Mode.

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** The online game, however, does this for everything from buying expansions to changing your starting had hand in Adventure Mode.


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* EvolvingAttack: Certain cards replace themselves with a better card when certain conditions are met.


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* MagikarpPower: The Traveler cards from Adventures; they are cheap, each time you use them, they become a different, better card at the end of the turn. If you manage to do this three times, they become very powerful.


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* {{Uncanceled}}: Originally, Guilds was going to be the last expansion. When the designer's next game flopped, however, they ended up making a new expansion (Adventures).
12th Jun '15 4:07:38 PM Elanchana
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The base game comes with 25 cards, and the game already has 8 expansions [[note]]The first one, "Intrigue" is another version of the base game with 25 cards, playable as a standalone or as an expansion[[/note]].

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The base game comes with 25 cards, and the game already has 8 9 expansions [[note]]The first one, "Intrigue" is another version of the base game with 25 cards, playable as a standalone or as an expansion[[/note]].



** The Prize cards are five unique cards with a very difficult condition for gaining them. They're sometimes worth going for, but frequently by the time you've managed to get one, the game is almost over.
** The same applies to very expensive action or treasure cards: they are bought late in the game, not only after obtaining enough money but also after buying higher priority cards, so the window for using them before the game ends tends to be short.

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** The Prize cards are five unique cards with a very difficult condition for gaining them. They're sometimes worth going for, but frequently Without proper planning, the game can be nearing its end by the time you've managed you manage to get one, the game is almost over.
one.
** The same applies to very expensive action or treasure cards: If buying them is not part of a bigger strategy, they are bought late might very well be wasted buys that could have been used buying victory points. The promo card Prince is an extreme example, since it has a very impressive effect but costs the same as a Province (normally the most valuable victory card in the game, not only after obtaining enough money but also after buying higher priority cards, so the window for using them before the game ends tends to be short. game).



* NotTheIntendedUse: Chapel (meant to be used on curses, it can also be used to prune your deck of your weak starting cards)

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* NotTheIntendedUse: At first glance, cards such as Chapel (meant to be used on curses, it that can also trash other cards (removing them from the game entirely) look like they were made for getting rid of Curses, but players soon realize that trashing can be used to prune your deck their decks of your their rather weak starting cards)cards.
2nd Feb '15 1:39:35 PM MagusSaysNo
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** 'Big Money' strategies are based around buying just silver, gold and provinces whenever possible, with maybe an action card or two early and a couple of duchies late if you're feeling fancy. Usually dull to play but, since treasure cards are never dead draws, very consistent, and often difficult for new players to beat.
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