If You Like: Running your Fiefdom, Cheeky Wombo Combos, Obsessive-Compulsive Expansion purchasing
Player Count: Competitive for 2-4 Players
Complexity Rating: 2 - Mild
Average Playtime: 30 Minutes
"You've always been a night person; lately you've even considered becoming a vampire. There are a lot of advantages: you don't age; you don't have to see yourself in mirrors anymore; if someone asks you to do something, you can just turn into a bat, and then say, sorry, I'm a bat. There are probably some downsides though. You always think of the statue in the town square that came to life and now works as the tavern barmaid. The pedestal came to life too, so she has to hop around. The village blacksmith turns into a wolf whenever there's a full moon; when there's a crescent moon, he turns into a chihuahua. That's how this stuff goes sometimes. Still, when you breathe in the night air, you feel ready for anything."
In Dominion, each player starts with an identical, very small deck of cards. In the centre of the table is a selection of other cards the players can "buy" as they can afford them. On each player's turn, by default, they can play one action, and then they can play any money cards in their hand and then perform one buy. Through their selection of cards to buy, and how they play their hands as they draw them, the players construct their deck on the fly. Cards that players buy can do multiple things, such as drawing more cards into their hand, allowing for more actions, allowing for more buys, or just raw victory points.
The game ends when three piles of cards on the board are depleted, OR when the Province (The highest denominated victory card) pile is depleted. Then, whoever has the most victory points in their deck is the winner. Dominion is not a CCG, but the play of the game is similar to the construction and play of a CCG deck. The base game comes with 500 cards. You select 10 of the 25 Kingdom card types to include in any given play—leading to immense variety.