A review of Dominion, 4000 plays later (2012)
dominionstrategy.com
dominionstrategy.com
He leaves out my biggest criticism, there is no form of errata/banning. When an overpowered card enters the fray, you just have to play it. Minion's on the board? Guess we're just fighting for 'em.
Chapel should cost more than 2 no matter what Vaccarino says. Probably 5. Etc.
Vaccarino is a great game designer but I think the playtesting could be better sometimes, and unlike CCGs with developed tournament systems there's no changing a card once it's out there ever.
Having the cost be 2 means that everyone gets access to it in the first two hands with out there being much swingy-ness in terms of the initial shuffle.
Maybe an argument could be made for 3 or 4 in the sense that everyone would still have access to it, but 5 just seems too high.
But making it 5 takes it out of the opening hand most of the time. That’s why most of the best cards are 5.
I’m not 100% sure it shouldn’t be 3 or 4 but it definitely shouldn’t be 2. And I’m fairly sure that if it trashed 3 cards instead of 4 it would still be extremely playable (given how many times good players take worse trashing than that in the first round) and that the play testers back then just didn’t know the game well enough yet to understand.
It already has that. If you draw 2 coppers in your first hand (and thus five in the second or vice versa), you can start out with the awesome five-cost card and chapel.
I would consider the Dominion League[1] to be serious competitive play, but it doesn't require that (also the current online client doesn't support that, presumably due to lack of demand) but what it does is to balance which player starts first, which can often lead to wins since in the end the game is often decided by a single turn.
If Chapel were nerfed, adding a condition where buying it caused that player to gain curses would be interesting. More so than increasing its cost.
Btw if you haven't played an all-star kingdom before, where you put 10 of the most famously powerful cards on the table at once, it's a hoot. Mining village, chapel, minions, harem, etc makes for a dynamic game.
I liked Isotropic's solution for this, which was to draft 12 cards for the board, and then each player vetoed one.
You could also set a ban list. IIRC just about everyone had Possession on theirs.
I wish the simple, fast, text interface of the old isotropic implementation still existed though. I had a definite addiction to Dominion in college - three hours a day online for months - and the isotropic implementation shutting down was the thing that finally cured me. The depth, and the possibility of just ten minutes more for a wholly new kingdom, was so incredibly enjoyable, even if I never became an elite player...
I was really sad to see the new interface that it was shut down for was some flash monstrosity that was pay per-expansion pack, definitely killed my interest in playing it online.
Initially it was the Intrigue base game (theme: cards with choices) and Prosperity (theme: treasures with side effects) and we played probably several hundred games. But later on as the other couple got more and more of the expansions, the game became less and less balanced— even with just Seaside and Hinterlands added to the game, it would have required significant study of all of the additional cards and their effects in order to have any hope of forming a coherent strategy on each game. And since that time several more expansions have come out [1].
Is this bad? No, not necessarily. Obviously if the various modules are stored separately in their individual boxes it's easy to just play with the cards that everyone at the table feels they have a reasonable comfort level with. But I think that feeling of being overwhelmed by the possibilities did ultimately lead us to playing other, more self-contained games like Agricola.
I had the same experience for a different game. This is an annoying dynamic of playing board games (I guess with any group you play with frequently).
Damn those expansion couples!
Trying to read up about strategy online to keep up just kills the fun. Although I'm no expert on board gaming so take my word with a grain of salt.
I've played 7 Wonders for years, and recently played with friends. I kept losing despite thinking I had a grasp on the game. Recently I read an exhaustive advanced guide on BGG and from that point forward I've finished close to 1st/2nd with my friends.
> There should be no reason to ever study a game where a beginner stands a reasonable chance of winning. I want a game that rewards experience, that permits further study, that has meaning to its replayability.
I agree with you and disagree with the article on this point. I think a truly good game must have an explicit, adjustable factor of randomness or odds so you can match different levels of players and play for fun. It's hard to balance, but that's the point of game design: rules simple enough to be accessible, but that at the same time can combine in infinite ways giving each game depth, and have the opportunity to match players of different levels without that being overwhelming.
The randomness makes poker nearly impossible to study though. You can only look back and determine if your decision was right if you had had complete information, but you didn’t and won’t in the future so that’s not as meaningful as it may be on other games.
There are several games I’m hesitant to pull out because the expansions increased the complexity too much to explain to a beginner.
Aside from that, it’s definitely not the only or best strategy. Buying gold early can usually edge it out, and it’s very vulnerable to curses.
Another factor is that with experience, your opponent will either recognize what you’re doing and defend by buying the cards you’re wanting, or get their own engine going to beat you if they learn from their mistakes.
Most games are won by buying out the provinces, yes, but the three stacks win is there for a reason and is great for catching opponents off guard when the kingdom’s right.
IMO it's an terrific 1-on-1 game where meaningful strategic and tactical decisions are made, but I find the game a lot more "fun" with three or four players (five players takes way too long)
Most players start off playing big money too much, move into playing engines too much, and then move back toward simpler strategies more often.
Some boards don’t even really have a good engine available, usually for lack of +actions.
The baseline strategy however: Only buy province, gold, or silver. You might be surprised how strong it is. It is also boring if you play with friends though.
You can't cycle through your deck multiple times in a single turn (barring the existence of sifting cards which given this was your first game I assume not) so you were probably playing a rule wrong.
Whilst it is perfectly possible to build efficient full deck draw engines I will bet big money as a beginner that you took wayyyyyyy too long to build an execute your engine.
Not sure what you mean by cycled through your deck multiple times, but if you meant all in 1 turn, then you definitely didn't play correctly.
Any action cards that are played are put in the play area, and aren't moved into the discard pile until the Cleanup phase. Also, the Buy phase only starts after the Action phase has ended. ABC (Action, Buy, Cleanup).
Once you've drawn your entire deck and need to draw more, then the discard pile is shuffled to form a new deck. Once that's drawn too you'll be left with an empty deck, no discard pile, and the rest of the cards left in either your hand or playing area.
I think the author is overstating the strategy space of the game. For example, a common strategy is to build an “engine” using +draw +action cards. There are _many_ possible engines to build, but that is more tactical.
Edit: I just checked my online profile, and I’ve played over 6000 games.
To be successful you'd need to start by studying the card offer and seeing if draw/action strategy is possible and advisable. To do that you need to understand all the possible ways to build an engine(if any) from the available cards and how they might interact with other cards that are available. That seems like strategy to me.
Very simply: Nobody else around the table is going to know the game better than him, and hence, there really isn't much sport in bringing your Dominion box out and suggesting we play. This reviewer is perfectly proud of the fact that a newbie doesn't stand a chance against a veteran player.
But that also makes it a terrible party game. There should always be benefits to experience and skill, but the near complete lack of randomness in Dominion, compared to something simpler like Ascension, makes it really unpleasant to play if there's a skill gap.
That's basically true for any game where there's a wide range of possible skill levels. The question is -- how much fun is it, as a beginner, to play against an expert, knowing that you're probably not going to win?
Most games like this (chess, Starcraft, etc), it's not fun at all: the core strategy is to damage your opponent's ability to play and execute their strategy.
Losing in Dominion isn't nearly so bad. A beginner can look at the cards, form a strategy, and see their deck beginning to start to work (or see that it doesn't work) before the game ends. That means you can still try things and have a sense of satisfaction, even if you end up losing.
If you're the competitive type who can't have fun if you're not going to win, then sure, playing someone at a much higher skill level isn't going to work. But lots of people don't mind losing if the process isn't crushing / humiliating like chess, and in those situations, Dominion is a pretty good game. I know a couple where the husband is really into board games, and the wife thinks games are kind of fun but not super-serious; Dominion is one of their go-to games, because he can minmax to his hearts content while still making it fun for her.
In video games, we call this "snowballing", where once you or your team is losing, the power differential continues to grow, to the point it's not fun. This can happen in MOBAs where teams level, and get more powerful each time they do... the larger the level differential, the less fun the game is for all involved. As soon as the losing team has no chance to recover, there's not much reason for them to continue playing... And the lack of challenge usually gives the winning players or team an unsatisfactory game too, there's no challenge.
In games with a mechanic that snowballs, generally, the game developers try to tune it out, ensuring that players and teams stay within a one or two level margin... a margin that the losing team at least stands a chance of recovering from.
Dominion is not just a game with a snowball effect, but one that does not remotely try to curb it.
In the last few years I've gotten a lot of enjoyment out of collaborative board games. 5 Minute Dungeon is more fun than it has any right to be. My family really enjoyed Pandemic. Haven't tried Gloomhaven but it seems fun as well.
Then there's the whole style of DnD types games, even if they're a bit different.
I remember one board game gathering where they played Dominion, including a younger player, but I bowed out from playing. There was one particular player in that group who was boisterous and loud, and could name every combo as they were setting up. After a while we could all tell he was winning, mostly from his loud exclamations. Eventually he did win and bragged about it so badly, the younger player left with his family with his head down. I felt bad because I knew that the game, from that initial jerk player, would not end well.
This is why I admire the game Dominion from afar, but will rarely ever play.
At least with chess, every player is making one move per turn, it always feels fair, even when you are less skilled.
I’ve been curious about if this is actually a thing - it definitely happens in real life when playing, but why? Surely absent of interaction cards (which some games don’t have) there would be a strategy to optimise and reduce the number of turns to getting the required victory points regardless of how fast your opponent is going.
All of this taken together means that you end up having to target some point along the continuum between "get points quickly but fizzle out early" and "long slow burn to getting a lot of points." If you go for the "quick" strategy but the game doesn't end quickly, your opponent can take the extra time to pass you in VP, and vice versa if you choose the "slow" strategy but the game is short. And it's not just two options — like I said, there's a whole spectrum of choice.
Like - does what my opponent do significantly change my strategy? (other than balance your deck to respond to attacks). Surely the best tempo is still the best tempo.
Some boards do have a dynamic of "there are roughly X VP we are fighting over; get more than half in the fewest turns". On other boards, if someone were to green too early, they would hopelessly clog up their decks. So players build for as long as possible and gain VP only on the same turn as they can end the game.
There's a wide spectrum between these extremes.
The game has evolved, with a lot of new expansions added (coming with new cards and new mechanics) and the communities knowledge about the game has grown.
If you'd like to get to know the game from a more modern angle, I recommend checking out the dominion discord [0]. It's where a lot of the discussion happens nowadays. If you have any questions about the game, you can just ask in #dominion and there will usually be people willing to help. There are also dedicated strategy discussion channels (e.g. #kingdom-analysis), there's a bot through which you can access data about competitive play (with some really neat and detailed stat sheets about individual cards, made by a member of the community), and you can learn by watching high level players play and commentate on their games.
I also think with too many expansions mixed together you end up with some very interesting and sometimes very dull games (all +money, no +action or +card). The sets are very well-designed to play within themselves, but when mixed with others the results can be mixed.
Last, too many mats and tokens to keep track of really detracts from fun with the game.
All this being said I have 6 expansions I have picked up with my partner over Craigslist and FB Marketplace and will continue to hunt for more!
> X-Factors
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> I prefer to play this game online instead of in person. First, games are significantly faster (10 minutes instead of 30, plus no setup/teardown), but more importantly, it eliminates the need to constantly shuffle your cards. If you play this game in person, you have to deal with these annoying factors, which I admit may detract from the experience. Then again, this is a flaw common to most Eurogames, so take from that what you will.
I play board games exclusively in physical form. The moment you are playing using computer, your competition suddenly grows enormously and some of your design choices become flawed (because e.g. keeping state is hard for people and trivial for computers). I don't believe board games can win that competition.
The physical form has its unique appeal: tactile experience, being offline and distraction free, no stupid sign up requirements etc.
Of course I realise there will be some that disagree with me, but that is fine!
The game truly is deep. There are so many cards, numerous mechanics, counting your own and your opponent's cards, timing your green-buying, balancing deck control vs. buying high-value cards, etc.
I'm curious what motivated posting this particular article now…
And by the way, this should have a (2012) tag in the title @dang.
It's probably been the going with my wife to Mensa's Mindgames convention every year that has pushed me here. Too many people tie up their identity into being able to best everyone else 100% of the time. Frankly, being good at card games doesn't make you smart. Anyone could do a frequency analysis and figure out an optimal strategy. That's just being boring and an asshole.
Honestly, my favorite games either have much more of a random element, or take a crowd judgement, rather than a Turing Machine-cum-card-deck. If I wanted to program, I'd write a program.