All 158 "Which Dominion Expansion Should I Get Next?" Threads
If you want to see how the expansions stack up against each other you can look at the BBG ratings as of 10.17.16...
9.14 Dominion - Second Edition
8.93 Intrigue - Second Edition
8.73 Dominion Update Pack
8.72 Intigue Update Pack
8.25 Guilds & Cornucopia
8.12 Dark Ages
7.81 Intrigue - First Edition
7.72 Dominion - First Edition
7.50 Walled Village
7.12 Black Market
TIP: If you post a WeDESIGN thread it helps to clarify your gaming conditions. How many players will you have? Do you like interaction and conflict? That kind of stuff. Or better yet, refer to one of the many, many threads in this Geeklist (listed in reverse chronological order). I have highlighted some particular noteworthy moments from the threads. Some for my own amusement and some which should prove valuable if you're looking to get into Dominion.
That said, if you promise not to take offense to this Geeklist (all in good fun) we'll do our best to be patient the next time we see a new thread pop up that begins Which Dominion Expansion Should I Get Next...And now
Date of first official thread: July 17, 2009 by Chris Coyote. Congratulations! Just look at what you started.
Most threads in one week: Five (January 10, 2011 - January 16, 2011)
Shortest time between threads: 5 minutes (December 16, 2009)
Longest drought between threads: 95 days (February 19, 2010 - May 25, 2010)
Number of days wasted creating this Geeklist: 1 1/2
Here is a chart I made that summarizes the Dominion Universe...
And here are some words from the designer himself about each expansion...
DOMINIONdonaldx wrote:The main set was purposely low on decision-making on cards, in order to keep the game faster for new players. There's plenty of decision-making just in picking what to buy. The main set does have decision-making cards, but you know, not a ton of them.INTRIGUEdonaldx wrote:Physically, Dominion: Intrigue is the same as Dominion except that the 25 kingdom cards have been replaced with 25 new ones (at 10-12 copies each, as with the main set). Intrigue includes Copper, Estate, Curse, etc., just as Dominion does. This means it stands alone; you can play Dominion with just Intrigue, or you can combine the main set and Intrigue.SEASIDE
Because Intrigue comes with Copper etc., you have enough components for playing with 5-6 players, and we provide rules for doing so. Alternatively, if you have both the main set and Intrigue, you can split into two groups of up to 4 each and still have everything you need to play with both sets in both games. You won't be able to have the same kingdom card in both games at once, but that will be fine.
Intrigue has two main functional themes: 1) victory cards that do something, and 2) decision-making. More than half of the cards in the set involve a decision. Sometimes you make the decision, and sometimes your opponents do. Decisions all around! You might be thinking, uh-oh, that means it will play slowly. It doesn't play slowly. Okay there's one slow card, Pawn, but that's it. The main set plays really fast with experienced players; there's room to slow it down a little with Intrigue and still be shuffling when your turn comes around.donaldx wrote:Dominion: Seaside has 300 cards, divided into 26 new kingdom cards times 10 or so copies each, their 26 randomizer cards, and some blanks. It does not have Copper, Estate, Curse, etc.; you will need either Dominion or Dominion: Intrigue in order to play with these cards. It also includes playmats used by three of the cards, and counters used by two of the cards.ALCHEMY
Seaside has one large functional theme: your next turn. It's the set of the future! A watery future. The most blatant way the theme occurs is with Duration cards. These are orange-framed cards that do something on your next turn. They sit out in front of you until the end of the last turn they do something. It's not too hard. Most of them, like Wharf, do something on both your current turn and your next turn. Tactician is one that only does something on your next turn. Lighthouse does something over the time interval between the two turns (as well as on both of those turns).donaldx wrote:Alchemy has 150 cards. It's half the size of a "normal" Dominion expansion. Those 150 cards break down into 12 kingdom cards and one "basic" card.PROSPERITY
The "basic" card is Potion! It's part of the supply in games using Alchemy cards. It's a new resource. It's a treasure, but instead of making money, it makes a potion symbol. Ten cards in the set have that symbol in their costs, and to buy one of them, you need a Potion, plus whatever money they cost. The rulebook covers cases like, how does Remodel work with these cards, etc. It all works pretty much like you'd expect. A Potion is like money, but doesn't combine with other money. It's worth a Potion.
"Has a potion in its cost" is not actually a huge connection functionally, so I supplemented the main theme with a "cares about actions" sub-theme.donaldx wrote:Dominion: Prosperity has 300 cards: 12 Colonies and 12 Platinum, 10 copies each of 25 Kingdom cards, 25 randomizers, and one blank. It also has some VP tokens and Coin tokens, with corresponding mats.CORNUCOPIA
Colony and Platinum are new basic cards. They don't take up any of the 10 Kingdom cards slots - they are additional piles sitting next to Province and Gold. They change the end condition - the game also ends if the Colonies run out (plus if Provinces run out or 3 piles are empty, as normal).
Backing up Colony and Platinum are some expensive actions. There are three $6's and four $7's in the set (plus an $8, but that's a trick, you usually will pay less for it). So you don't just build up your money past Gold, you also build up your actions past their normal level.donaldx wrote:"Variety" sounded like a good theme, so I ran with it.HINTERLANDS
Those publishers that wanted small expansions presumably wanted them so that people who didn't want to pay the same for an expansion as for the main game could get them. And if such people exist then they don't have the large expansions. Well Alchemy is not ideal as the only expansion you have. I mean it's just so exotic. I felt like these publishers would have preferred something less exotic. Alchemy was all they could have in the time frame it was wanted, but I had plenty of time here, so this expansion tries to be more reasonable as an expansion for someone who doesn't have many expansions.donaldx wrote:It gets some simplicity from the when-gain theme, although some of those cards still look complicated because they need text for both the normal and when-gain abilities. So the set is 300 cards, with no tokens or anything, and had that extra push towards simplicity, which is nice.DARK AGESdonaldx wrote:Dark Ages has 35 kingdom cards, adding up to 352 cards, and 35 randomizers; 50 Ruins; 10 extra Rats; 10 Madmen and 10 of some other card you upgrade into; 15 Spoils; and 18 Shelters.GUILDS
An upgrading theme and a trash theme. Lots of cards turn cards into other cards, or themselves into other cards, and then a bunch of cards care if they're trashed, and a few care about the trash other ways. And of course the stuff I did with the extra 200 cards amounted to various minor themes too.donaldx wrote:On my list of possible future mechanical themes, "tokens" was the easiest-sounding, so I went with that. There are a bunch of things you can do with tokens. My initial idea was to use them as money you could hang onto for later. This was simple and meant that any one card that used the tokens was useful by itself; there was no reason for anyone to insist on more than one token-involving card in the game at once, thus avoiding an issue that Alchemy had. The initial idea worked out and so there it is.PROMOS
To supplement the tokens, I added the overpay cards. Overpay was a natural extension of the when-gain cards in Hinterlands, and was a good match for the tokens, since you could save up tokens for a big overpay. Two sub-themes is plenty for a small expansion, but I also flirted with a "name a card" sub-theme. In the end there's just a hint of it.donaldx wrote:Sometimes, the publishers want promos. A magazine wants one, or a convention does, or something, and so the word comes down to me, could we have one please. And I like to be friendly. They have been given away various ways, depending on the language, but the BGG store has had them all (in English) in the long run.Which expansion would the game designer recommend getting first?donaldx wrote:I specifically made Intrigue to be the first expansion, and saved Prosperity for 3rd (4th because Alchemy got pushed ahead) so that you had time to get used to not having Colony before getting it. And then the sets get more complex later. So you might think I would just say, go in order, shifting Alchemy to last. However! I feel like I got better at making sets as of Seaside; the main set and Intrigue both have a greater number of uh weak / narrow cards. So I would say, get Seaside.Read more here...http://dominionstrategy.com/2012/12/21/interview-with-donald...
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