Recommend
7 
 Thumb up
 Hide
5 Posts

Dominion: Intrigue» Forums » Variants

Subject: 6/8 Player Variant - Dominion Kingdoms rss

Your Tags: Add tags
Popular Tags: 8playerDominion [+] [View All]
Brandon Freels
Australia
Rooty Hill (Sydney)
NSW
flag msg tools
designer
Avatar
mbmbmbmbmb
Dominion: Kingdoms
A 6-player variant by Brandon Freels
Version 1.0



PREMISE:

The players are wandering through the countryside looking for ways to increase their influence and power structure. Some lands have special resources while others have different ones. You have a family member in the other kingdom, and if the players agree you can play as a team.

You should have a copy of both Dominion and Dominion: Intrigue


SETUP:

You will be preparing 2 Dominion games. Each game represents a kingdom for 3 players at any one time.

Kingdom A has the following:

9 Provinces, 12 Duchies, 12 Estates, 20 Curses
60 Copper, 40 Silver, 30 Gold
Trash Card

Secret Chamber
Village, Woodcutter, Workshop
Conspirators, Scout, Smithy
Trading Post, Upgrade, Witch

Kingdom B has the following:

9 Provinces, 12 Duchies, 12 Estates, 20 Curses
60 Copper, 40 Silver, 30 Gold
Trash Card

Moat
Chancellor, Shanty Town
Envoy*, Ironworks, Remodel, Spy
Market, Mine, Torturer
*(use the 2-cost Courtyard if you do not have the Envoy)

Players have the usual starting cards and come up with a way to decide which kingdom to start play in and turn order. You can either play each kingdom at separate tables or if you have one long oval table you can set the game up as follows:


1 3
2 A B 2
3 1


The kingdoms divide down the middle.


PLAY:

You play Dominion as normal, with Kingdom A and Kingdom B separate during a round of play. Both kingdoms are played simultaneously and stop at the end of every round.

The FIRST player in a round is always the FIRST player for a round throughout the game.
The SECOND player in a round is always the SECOND player for a round throughout the game.
The THIRD player in a round is always the THIRD player for a round throughout the game.

At the end of a round after all players have had a turn, players change seating positions. You pick up your Draw Pile, Discard Pile, and Hand of Cards and move to your new seat.

If you are seated like the diagram above, everyone moves one chair clockwise to the left. If you are playing at separate tables, then the FIRST players swap tables after round 1, SECOND players swap after round 2, FIRST players swap after round 4, etc.

Attack cards such as Witch only affect the other 2 players in your current kingdom. Cards that need to be resolved by the player on your left such as Envoy are done as if the other kingdom doesn't exist.

You may buy only the cards in your kingdom during your buy phase.


END:

The game is over at the END OF A ROUND when:

One of the Province piles is empty.
or
3 Piles within a Kingdom are empty.


COMMENTS:

With this setup, players who go first, second, or third in their respective kingdoms never play each other. This means that they could be considered teammates. So you can figure up who won individually and which "noble household" won by adding the 2 player's scores.

The card selection above tries to make parallel kingdoms, where a card in one kingdom has a similar card in the other. You can select whatever cards you like, but if you put the only double action or +buy card exclusive to one kingdom, it is possible to have a lopsided game, and you would want to have a fair method for seat selection.

The same system can be played with 8 players by using 12 Provinces and 30 Curses per kingdom. Set an oval table like this:


2 1 4 3
A B
3 4 1 2


We use rave club wristbands so that players would remember their turn order.

We have tried this a few times with a variety of player skills and everyone has enjoyed it. The game plays in about the same time as a 4-player game, and since 2 players are having turns, downtime is reduced to the end of a round and what little there was is spent figuring what to buy for next turn and administration. We check the piles if our kingdom finished the round early and any pile having 3 or less was fanned so everyone would know how many were left.

I am tinkering with BLACK MARKET to work with this system as follows:
+2 Coins
+1 Buy
During your buy phase, reveal your hand, record how much money, buys, and bridges you had that turn then go straight to cleanup phase. At the end of the round before changing seats, you do your buy phase and you are allowed to buy cards from either kingdom. Resolve timing by player turn order then by who is actually in the kingdom.
6 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Darren Hron
United States
Huntingdon
Pennsylvania
flag msg tools
I love Games
badge
I like playing games
Avatar
mbmbmbmbmb
Not to be dense, but a round is that in which each of the 3 players get a turn in their seat, move, then everyone gets another turn....Lather Rinse, repeat, right?
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Brandon Freels
Australia
Rooty Hill (Sydney)
NSW
flag msg tools
designer
Avatar
mbmbmbmbmb
sasquatchdjh wrote:
Not to be dense, but a round is that in which each of the 3 players get a turn in their seat....


Correct. Both kingdoms will be playing their rounds simultaneously. After players in a kingdom have had a turn, they wait for the other side to finish their round and then change seats.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Jeff Petersen
United States
Daly City
California
flag msg tools
That sounds neat. However picking up and moving after every three turns seems a bit cumbersome.

It might make sense to sit the six around a round table with a lazy susan in the middle which has the buying tableau. Then after every three turns you can just shift the middle a notch in the reverse direction of play.

(Of course, you'd need a table with a lazy susan.)
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Brandon Freels
Australia
Rooty Hill (Sydney)
NSW
flag msg tools
designer
Avatar
mbmbmbmbmb
damienroc wrote:
That sounds neat. However picking up and moving after every three turns seems a bit cumbersome.


It wasn't that bad. People got the hang of it. It was also a good way to stretch your legs. I thought I would get some complaints about getting up, but everyone was fine. If you use the separate table method I mentioned above (rather than the oval table), then only 2 people move after a round of play.

Here is a picture from one of our play-test sessions:


 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.