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Dominion Becomes a Millionaire, and Player-vs-Player Combat in the Next Generation of Deck-Building Games

Ender Wiggins


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The Success of Dominion

From Rio Grande's latest newsletter comes the startling statistic that Dominion and its expansions have collectively sold more than one million copies when summing sales across all languages. One million plus! Does that make designer Donald X a millionaire? At any rate, with two expansions being released this year, that staggering number is only going to grow, and as Dominon slowly makes inroads into the mainstream, it's surely primed to become a mass market cash cow. Make no mistake, deck-building is in. While Dominion owes a lot to ideas borrowed from the grandfather of CCGs, Magic the Gathering, and other games in that genre, there's no doubt that by successfully taking these concepts to the world of modern board games, Dominion has helped father an entire new genre of its own.

Who would have guessed that the game would have such an impact when it first appeared in 2008? It's interesting to look back at some of the discussions about the game after it first made a splash at Essen that year. I dug up some old correspondence with a gamer friend, who wrote me at the time: "Oh, have you checked out the game Dominion which got released at Essen -- I think it looks pretty enticing. It is available by pre-order right now at a few places for 30 bucks. I am very, very tempted to consider pre-ordering it. I am certainly convinced that it would be an awesome game." Was he ever right! Mind you, I didn't take much convincing - here's what I wrote in reply: "Dominion looks perfect for us! Especially with our MtG background! A must-buy, methinks!" We both ended up pre-ordering it, and were among the first to have it in our hands when it hit North America. After playing it intensively for a few days, Dominion became the subject of one of my first ever comprehensive pictorial reviews - this in turn went on to be one of the most thumbed reviews of all time on BGG, so I'm personally indebted to the game as well! Here's part of my concluding commments in that review: "The unique mechanics, interesting decisions and potential for synergistic play, combined with quick game-play and remarkable replayability/variety all really make this game the success that it is proving to be. Overhyped? Maybe, and perhaps somewhat unfortunately so. Because only time will tell whether the game can maintain its current momentum and what people will be saying about it in five years from now. But there's no doubt that Dominion is something special."

Since then, Dominion certainly has proved to be something special. In an unprecedented fashion, it cracked the BGG Top Ten in a matter of less than a month - something that not everyone was happy about (see here) - and hasn't looked back since. Its list of conquests includes the coveted Spiel Des Jahres, and many a Game-of-the-Year-Award in many a country. Now barely two years down the track, it's already a millionaire, and shows no signs of slowing its pace. Congratulations Dominion!

Want to learn more? See my full review on Dominion: mb So you're wondering about the game with 500 cards that everyone is talking about


The Sons of Dominion

While the Dominion train has enough momentum to support new expansions rolling out on a semi-annual basis, the amount of new deck-building games emerging all the time means that the genre is quickly becoming crowded for the rest of the field. Big names like Thunderstone and Ascension: Chronicle of the Godslayer quickly placed themselves as strong contenders in the new market, but the question for publishers wanting to add a horse to the deck-building race is fast becoming: do we have any chance of getting a good run? And can we bring anything new to the table? Are there any future prospects for the offspring of Dominion? The good news is that there are new and exciting deck-building games that are still emerging, drawing on the richness of the ideas and gold that can be mined from the wealthy heritage of CCGs.

Perhaps nowhere is that more evident than with Heroes of Graxia, the 2010 release by Petroglyph Games. It's a deck-building game that certainly owes a great deal to Dominion for much of its mechanics, but offers a very fresh approach to the genre by incorporating significant elements from games like Magic the Gathering, most notably the notion of player-vs-player combat. In contrast to the 25 different kingdom cards amongst the 500 cards of Dominion, the 240 cards of Heroes of Graxia feature more than 50 uniquely different characters, equipment, spells and monsters, and they're also packaged in a much more compact and portable box. The artwork is quite stunning and attractive. Heroes of Graxia clearly owes an enormous debt to Dominion in game-play, for example, the basic concept of building up a deck; spending money from cards in hand to buy face-up cards and put them into your discard pile; discarding your complete hand and drawing five new cards at the end of your turn.

But while the core of the game is something familiar and proven, from there it forges its own path in a new direction. First of all, cards can be used either for their gold value, or for their special ability as a unit, equipment or spell - so you'll rarely feel thwarted by the luck of the draw. But the biggest change is the addition of player-vs-player combat. Once you put characters into play from your hand, they remain in play, so that you can build up an army with units, improve them with equipment, and then use this well equipped legion in combat against monsters and other players. It's a brilliant concept that's interactive and innovative, and has a lot to offer. Unfortunately it's not entirely without flaws, and you will find some concerns about excessive math in calculating legion strength, and mixed feelings about how effectively the player-vs-player combat works. But there's some interesting and good ideas here, and we've had enormous fun with it in the dozen or more times we've played it, particularly with older boys and teens. And with reports that the publisher is further polishing their product with improved rules, and planning to add a sequel later this year, it can only get better. Also looming on the horizon is the imminent release of Nightfall, another deck-building game featuring inter-player attack. The future looks bright for the sons of Dominion.

Want to learn more? See my full review on Heroes of Graxia: mb A Dominion-style deck-building game with MtG-style player-vs-player combat


Join the discussion: What has your experience with deck-building games other than Dominion been? What do you think the future holds for deck-building games?
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Subscribe sub options Fri Feb 11, 2011 2:24 am
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Rick Baptist
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I've only played one other -- Ascension -- and it turns out I enjoy it better than Dominion. So far, I haven't had that much of an urge to play Thunderstone (although I plan to), and Graxia and Nightfall don't appeal to me at all. I'm looking forward to seeing what Clever Mojo does with their recent announced deck-builder, however.

In short, I like deck-building games, but would much rather play something on a board.
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  • Posted Fri Feb 11, 2011 6:14 am
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Jonathan Er
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hi Enders

i really love your reviews, and i find that i love your blog posts just as much as well.

i've only ever played 2 deck-building games, Dominion and Thunderstone. and i think i am the rare few who prefer Thunderstone over Dominion.
i like the dungeon crawling aspect and i feel that Thunderstone gives me some purpose in what i am doing (besides just collecting the most victory points).

but that being said, Thunderstone is much harder to teach than Dominion.
and the combat calculation for the monsters make Thunderstone play slower

as for the future of deck building games, well, i hope the growth slows down a little. deck building games are nice but i think there's alot of them coming out too fast and furious for my liking
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  • Posted Fri Feb 11, 2011 7:07 am
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Michael Denman
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Katy
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Dominion remains the king. While I’m content with what’s come out so far and really don’t care if any more expansions come out, I know that there will be more for some time to come. That’s not to say I haven’t played any of the other deck builders though.

Thunderstone gets a lot of play in my group and is the second most popular deckbuilder right now. With some in my group, it’s probably the first. When pressed to explain why they favor it, the most common answers are its theme or its purpose. I understand the theme angle. While it’s of lesser importance to me, that’s incredibly important to some people. At first, Thunderstone’s theme caused a major disconnect for me. How is it thematic that I need to buy four swords so that I can hope that one will be available at the same time as my fighter? Why is it that anyone can cast a fireball? I’m over that now, but I do wonder how many of the Theme fans have really given this any thought. The purpose angle doesn’t quite make sense to me. ALL games have a purpose. The purpose in Dominion is to gain victory points and you do so by building a deck of cards that work well together to get you those victory points faster and in greater values. Is Thunderstone really any different here? You can see three victory point cards and their cost. You try to build a deck that can pay that cost. The only difference I see there is that the Attack cards you’re trying to accumulate all have conditions on them so that some will or won’t work when acquiring victory cards. I think that the actual innovation in Thunderstone is combining the Treasure cards with the Action Cards (to use Dominion terminology) and sometimes the Victory cards. Depending upon your point of view, the alterations to how victory points are rationed out are better or worse. It’s similar to taking the Victory cards in Dominion, shuffling them, and then keeping three face up at a time. You might get a bunch of Provinces and the game will stall as players build up. You might get a bunch of Estates so that no matter how much you’ve accumulated, you can still only claim one of these smaller cards on a turn. Thunderstone will always get some play, but it’s just not going to be able to really replace Dominion.

Ascension feels like an introductory deck builder, Dominion Lite if you will. They’ve reduced set-up time by simply using all of the cards shuffled together and dealing out a few at a time. Yes, that’s faster, but you’re losing strategic depth by forcing players to play tactically and the randomness of the draw can make some turns useless and some turns insanely bountiful. They’ve tried to include some level of synergy in the cards, but it simply doesn’t work and players are well advised to not get too focused on that. I’m really surprised that Magic players had anything to do with the design since the game feels less Magic-like than even Dominion.

Puzzle Strike is the first deckbuilder with real direct player interaction. While the other deckbuilders revolve around gaining points, Puzzle Strike takes the Highlander approach and the winner is the last player standing. Everyone is slowly "dying" so you can’t just sit back and try to build up. You need to act if you’re going to outlast the other players. This is also the only deckbuilder which I prefer to play with two players rather than many.

Heroes of Graxia is just plain tedious. I’m not going to go into details here since my experience has been as a spectator and not a player, but this is a card game designed by a computer game company and it shows.

I haven’t played Arctic Scavengers, but my wife has and she enjoyed it. Nightfall is just around the corner and while the game itself may or may not be great, it does continue to carry the AEG hallmark of LOTS of theme. Does Nanuk count? I haven’t had a chance to play that one either. Haven’t tried Resident Evil either.

As with Magic, we’re going to get waves of clones and wannabes. Also as with Magic, most of these will be forgettable and unplayed after their newness fades, but some will survive and do well. I think the real difference here is that the CCG business model really drives players into minimizing the games they will play over time, while the deckbuilders allow room for everyone who puts out a quality product.
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  • Posted Fri Feb 11, 2011 1:56 pm
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Nathan Woll
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My favorite deck-building game is Arcana. My favorite thing about the game is that deck-building seems to be more of a mechanic in a trick-taking/auction game rather than the entire soul of the game.

By the way I love your reviews Enders - thank you so much for all your contributions to BGG.
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  • Posted Fri Feb 11, 2011 11:53 pm
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Mik Svellov
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Quote:
Who would have guessed that the game would have such an impact when it first appeared in 2008?
We were actually quite a few.
Obviously we could have guessed wrong, but Jay clearly saw the potential when he first saw it, as did the developers and many of the playtesters - and their friends.

We all saw the potential for a Magic-like revolution, but feared that the world wasn't ready for it. Luckily they were!
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  • Posted Sat Feb 12, 2011 9:59 am
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Ender Wiggins


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Trump wrote:
Dominion remains the king.

I think you're right - while the next generation of deck-building games do bring something new to the table (to the point that some gamers will even prefer them above Dominion), they are also more likely to appeal to a more niche group - not everyone is hankering for a dungeon crawl or highly confrontational game experience. Dominion thus has the advantage of having a broad appeal, to the extent that it can enjoy success in the mass market. And of course, the fact that it is expandable will help it retain momentum, because many enthusiasts won't feel a need to try other games when they can just get their Dominion fix by adding a new expansion.

Trump wrote:
Heroes of Graxia is just plain tedious. I’m not going to go into details here since my experience has been as a spectator and not a player, but this is a card game designed by a computer game company and it shows.

I'm intrigued by this last comment (which I've bolded) - could you expand on it?
 
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  • Posted Fri Mar 18, 2011 5:02 am
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