Dominion is a turn-based card game created by Donald X. The
objective of the game is to get the most victory points by the end of the game.
To do so the players build a deck of cards, all with certain beneficial actions
that will gain them coins to buy victory points as well as new cards.
Each player starts with a small deck of cards. On the table
are 10 piles of cards that can be bought and added to your hand. Taking turns
the players draw cards from their deck and are allowed certain actions. Once a
player has gone through their entire deck they reshuffle their discard pile and
start drawing again. As the game progress the players keep adding new cards to
their deck that will help them get victory points. Once the game is over the
players count their victory points to see who has the most.
Dominion has a medieval theme to it and reminds me in a lot
of ways of Magic: The Gathering card games. However unlike Magic players don’t
have to buy decks but instead build them throughout the course of the game.
This is a mechanic that I quite like. Magic often has a lot of money involved
in it with players spending quite large sums trying to get certain cards. With
Dominion all players start equally and it is truly the skill and strategy of
the player that determines the outcome rather than how much money you have.
Constantly adding and shuffling to the deck was a mechanic I haven’t seen in
any other game and it worked quite well.
There are also several different card types that can allow
for a varied gameplay. Unfortunately this doesn’t always work out well. When
playing Dominion we got piles of cards that were mostly passive cards and only
one slightly attacking card. So for an hour or so we just sort of played with
ourselves, gathering victory points and never had an interaction with each
other. While I can’t speak for the entire game since I haven’t tried all the
card combinations I missed having a game that was based slightly more on attack
and defense and where it was about trying to beat each other physically rather
than finically. This also lead to the most anti-climatic finish to a game that
I have played. After playing for over an hour we decided to stop the game. We
counted the points and concluded that it was a tie between me and another
player. Then we went home. There was no sense of victory or triumph. The
victory points just seemed like virtual money that you had spent hours
collecting before realizing that they aren’t worth anything.
As for the narrative, while the cards did seem very medieval
and knightly, the lack of waging war really took away from the narrative.
Instead I felt like an outdated Monopoly man trying to gather as much land as
possible. I never felt like I was fighting for a territory against my fellow
players or that I was in control of any form of land. I would have like to have
seen a deeper and more detailed integration of the narrative into the gameplay.
While I had heard many good reviews of the game I don’t
think I would play it again. Perhaps I owe it the game designer to try a
different set of cards, as I felt like this was the main issue with the game
session I had. Or Dominion might just be a too strategically based game for me,
as I need some decisive action and attacking to keep me entertained when it
comes to card games. I applaud the game for bringing new mechanics, rarely seen
in the game industry to the table but with a weak narrative I don’t feel hooked
by the game.
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