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Subject: Only 8 Province cards came with game...and Curse cards thoughts. rss

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Bill Nyman

Michigan
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We are trying to play our first Dominion game....set it all up...but was very confused as the rules state there should be 12 Province cards...if a larger game, you put 12 in the Supply. We only got 8.

We do have 4 blank cards. Are these intentional, or was it some sort of misprint?

The Curse cards are quite confusing also....seems odd that they're to be put out every game, but hardly ever used. I found it very confusing that it's not even mentioned anywhere in the rules. In reading other threads here, I think I kind of like the idea of adapting your own rules to at least make the cards useful at times. Seems to me the game could be so much better if you could Curse your opponent, somehow.
 
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Wade
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billybgame wrote:
We are trying to play our first Dominion game....set it all up...but was very confused as the rules state there should be 12 Province cards...if a larger game, you put 12 in the Supply. We only got 8.

We do have 4 blank cards. Are these intentional, or was it some sort of misprint?

The Curse cards are quite confusing also....seems odd that they're to be put out every game, but hardly ever used. I found it very confusing that it's not even mentioned anywhere in the rules. In reading other threads here, I think I kind of like the idea of adapting your own rules to at least make the cards useful at times. Seems to me the game could be so much better if you could Curse your opponent, somehow.


Certainly a mistake. Blank cards are for if you lose/damage some.

We don't put out Curse cards if a card in the kingdom doesn't specify them. However, you could put them in the supply, a player could buy one for 0, and Ambassador or Masquerade to give it to other players. Not really worth it if your goal is winning, but could be fun, I suppose.
 
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braceletwinner wrote:
billybgame wrote:
We are trying to play our first Dominion game....set it all up...but was very confused as the rules state there should be 12 Province cards...if a larger game, you put 12 in the Supply. We only got 8.

We do have 4 blank cards. Are these intentional, or was it some sort of misprint?

The Curse cards are quite confusing also....seems odd that they're to be put out every game, but hardly ever used. I found it very confusing that it's not even mentioned anywhere in the rules. In reading other threads here, I think I kind of like the idea of adapting your own rules to at least make the cards useful at times. Seems to me the game could be so much better if you could Curse your opponent, somehow.


Certainly a mistake. Blank cards are for if you lose/damage some.

We don't put out Curse cards if a card in the kingdom doesn't specify them. However, you could put them in the supply, a player could buy one for 0, and Ambassador or Masquerade to give them to other players. Not really worth it if your goal is winning, but could be fun, I suppose.


Using Ambassador on a Curse he bought did work out surprisingly well in one game for an opponent.
 
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Wade
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ackmondual wrote:
braceletwinner wrote:
billybgame wrote:
We are trying to play our first Dominion game....set it all up...but was very confused as the rules state there should be 12 Province cards...if a larger game, you put 12 in the Supply. We only got 8.

We do have 4 blank cards. Are these intentional, or was it some sort of misprint?

The Curse cards are quite confusing also....seems odd that they're to be put out every game, but hardly ever used. I found it very confusing that it's not even mentioned anywhere in the rules. In reading other threads here, I think I kind of like the idea of adapting your own rules to at least make the cards useful at times. Seems to me the game could be so much better if you could Curse your opponent, somehow.


Certainly a mistake. Blank cards are for if you lose/damage some.

We don't put out Curse cards if a card in the kingdom doesn't specify them. However, you could put them in the supply, a player could buy one for 0, and Ambassador or Masquerade to give them to other players. Not really worth it if your goal is winning, but could be fun, I suppose.


Using Ambassador on a Curse he bought did work out surprisingly well in one game for an opponent.


Could be (very) situational and would still require luck, but it seems like there would always be a better buy (sounds a lot like Treasure Map).
 
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Gannon Dubay
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billybgame wrote:
We are trying to play our first Dominion game....set it all up...but was very confused as the rules state there should be 12 Province cards...if a larger game, you put 12 in the Supply. We only got 8.


Components (Rio Grande Games standard edition):
500 Cards
130 Basic Treasure Cards
60 "Copper" Cards
40 "Silver" Cards
30 "Gold" Cards
48 Basic Victory Cards
24 "Estate" Cards
12 "Duchy" Cards
12 "Province" Cards

You either need to check your cards again for the missing provinces or call the publisher.
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Aaron Jensen
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Go through all your cards again. Sometimes, cards are divided between the two or three different "stacks" the cards come wrapped in. Several people have reported this before and it is usually resolved by a careful reinspection of all their cards.
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Brent Gerig
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braceletwinner wrote:
Could be (very) situational and would still require luck, but it seems like there would always be a better buy (sounds a lot like Treasure Map).

Curse is a great buy if you have Goons + Watchtower. Curses are also often handed out with Swindler. Sometimes a player is far enough in the lead that they can buy out the curses to 3-pile and win. We always put the curses out in case someone decides to get creative with them; that way they don't need to announce their strategy by asking for the curses to be retrieved. There aren't as many ways to do that in just the base set, but later sets add all sorts of fun cards.

billybgame wrote:
We are trying to play our first Dominion game....set it all up...but was very confused as the rules state there should be 12 Province cards...if a larger game, you put 12 in the Supply. We only got 8.

Double-check to make absolutely sure that you're missing 4. If you are, Rio Grande has good customer service and will help you out: http://riograndegames.com/customer-service
 
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Matt E
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How many cards do you have total, in the box?
 
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James Patterson
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DaGannondorf wrote:
billybgame wrote:
We are trying to play our first Dominion game....set it all up...but was very confused as the rules state there should be 12 Province cards...if a larger game, you put 12 in the Supply. We only got 8.


Components (Rio Grande Games standard edition):
500 Cards
130 Basic Treasure Cards
60 "Copper" Cards
40 "Silver" Cards
30 "Gold" Cards
48 Basic Victory Cards
24 "Estate" Cards
12 "Duchy" Cards
12 "Province" Cards

You either need to check your cards again for the missing provinces or call the publisher.


Double check to make sure they're not somewhere else, but if they are in fact missing, contact Rio Grand Games customer support. I recently bought the upgrade packs, and two cards were missing. I alerted them to it, and they sent replacements right away. Their customer service has been great to me!
 
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Bill Nyman

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Thanks for all the quick replies...this site is the da bomb for board gamers, obviously!

I did go through fairly meticulously, as I already had divided all the cards, to no avail.

My first thought was Amazon, as that's where I bought it from. They are sending a new game....but I don't really need or want a new game, so I may just return that and deal with the company, in the end....we are only playing 2 player right now, so not an issue just yet.

Edit: Doh....thought I better check again...never know....realized I did not look in the Randomizer cards, yesterday....there they were, mixed in there. Not sure how that happened, but guess we are all set.
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Brent Gerig
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billybgame wrote:
Edit: Doh....thought I better check again...never know....realized I did not look in the Randomizer cards, yesterday....there they were, mixed in there. Not sure how that happened, but guess we are all set.

That seems to be where they usually end up, because for some reason there's always a few randomizers, then a few real cards, then a few more randomizers, etc. Glad you found them!
 
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Bill Nyman

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flaquito wrote:
billybgame wrote:
Edit: Doh....thought I better check again...never know....realized I did not look in the Randomizer cards, yesterday....there they were, mixed in there. Not sure how that happened, but guess we are all set.

That seems to be where they usually end up, because for some reason there's always a few randomizers, then a few real cards, then a few more randomizers, etc. Glad you found them!


Yup...I'm guessing they were mixed in.
 
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billybgame wrote:
In reading other threads here, I think I kind of like the idea of adapting your own rules to at least make the cards useful at times. Seems to me the game could be so much better if you could Curse your opponent, somehow.


I implore you to play a whole heck of a lot before you try to implement anything like this. You are more likely to make every game the same slog than explore Dominion's key feature: variety.
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The Compulsive Completist
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billybgame wrote:
In reading other threads here, I think I kind of like the idea of adapting your own rules to at least make the cards useful at times. Seems to me the game could be so much better if you could Curse your opponent, somehow.

No.
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Jorge
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billybgame wrote:
Seems to me the game could be so much better if you could Curse your opponent, somehow.
Oh you can... "Curse you, Joe, for playing that Witch!" devil
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Robert Crawford
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I can understand the confusion with always having Curses available, but the alternative, for the base set, was for the Witch card itself to have a special line that said to use Curses for this game, as well as how many Curses to use. Once you play more, and especially some of the later expansions, you will see that there's all sorts of ways that Curses can matter even when no card specifically mentions them.
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Dan Condon-Jones
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Even with the base game I can imagine that a tactical player might buy them just to bump up their deck size if they've got some gardens.
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Robert Crawford
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dancj wrote:
Even with the base game I can imagine that a tactical player might buy them just to bump up their deck size if they've got some gardens.


The problem with that is that it only makes any sense if all the Coppers are already gone; which in the base set is extremely unlikely.
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Dan Condon-Jones
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Oh yeah - good point
 
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