Dominion how many cards
Everything Dominion is compatible with each other. But all the card back art and card sizes etc. Prosperity is the go-to best first expansion it came with Big Box first edition. Intrigue, which you got in the 2nd edition Big Box, is the next most popular. This is our list of the best Dominion cards. Chapel is easily the best card in Dominion. Wharf is a straightforwardly strong card from Dominion Seaside.
Goons is the most versatile card in this list. Intrigue is a great expansion to Dominion. It is a standalone expansion, so it can be played either with or without the base game. If you own both Dominion and Dominion: Intrigue, you can play with more than 4 players. Any card in the Supply maybe be bought, but the player may not purchase cards from the Trash Pile.
When a player played a certain card in his Action phase, its possible that he is allowed to buy more than one card. The player places the purchased card from the Supply pile face-up on his Discard pile. The ability of the purchased card may not be used when he just gain the card. The treasure cards remain in the play area until the Clean-up phase. Treasure cards will be used multiple times during the game. Treasure cards are a source of income, not a resource that is used up when played.
All cards gained are already in the player's discard pile. The player places also all his cards played and unplayed to this pile. The player now draws a new hand of 5 cards from his Deck. If there are not enough cards in his Deck, he draws as many as he can.
The player shuffles then his Discard pile to form a new face-down Deck, and then draws the rest of his new hand. If a player wants to buy more than one -costing card, they must play more than one Potion.
Cards with in their cost require the buyer to take a certain amount of tokens, rather than paying. A player cannot buy additional cards if they have , even if they have additional buys; they must instead pay off , which does not use up a Buy. Paying off can be done at any time during a player's Buy phase, at a rate of to , but once a player begins to pay off , they may not play any more Treasures or spend any more Coin tokens.
Once a player is done buying cards, they may play Night cards, and then they move into their Clean-up phase. All cards in the player's hand, and all cards in the player's play area that are done tracking effects, are put into the player's discard pile, and they draw a new hand of 5 cards, and end their turn. The player places any cards that are in their play area Action cards that have been played in the Action phase as well as Treasure cards that have been played in the Buy phase and any cards remaining in their hand onto their discard pile.
Although the player need not show the cards remaining in their hand to their opponents, since they place the cards in the discard pile face-up, their opponents will always be able to see the top-most card of their discard pile. Then, the player draws a new hand of 5 cards from their deck. If there are not enough cards in their deck, they set aside the cards that are left, shuffle their discard pile to form a new face-down deck, put the set aside remains of their previous deck on top of the new deck, then draw their new hand.
Once the player has drawn a new hand of 5 cards, the next player starts their turn. To speed play, players may begin their turns while previous players are shuffling and drawing their new hand, though this should be done with a certain amount of discretion, as many cards, such as Attacks , interact with other players.
During a player's Night phase, they may play any number of Night cards, from their hand, in any order, to their play area. At this point, there will still be Action and Treasure cards in play from the player's Action and Buy phases, which matters for some Night cards. Night cards are discarded during the Clean-up phase of the turn they are played unless they are also Duration cards , just like Actions and Treasures.
Certain cards have rules which supersede the rules presented here. Duration cards remain in play until the turn when they stop doing something.
Other cards, such as Treasury , Scheme , and Herbalist , allow you to place cards on top of your Deck when you discard them from play during the Clean-up phase, or have other special effects when discarded from play.
Reserve cards are not necessarily found in the play area when cleaning up on the turn they are played; instead they are found in the play area on the turn they are called. The game end happens after any other end of turn effects, such as from Baths or Save , are done resolving.
Each player puts all of their cards into their Deck and counts the victory points on all the cards they have. If the highest scores are tied at the end of the game, the tied player who has had the fewest turns wins the game.
If the tied players have had the same number of turns, they rejoice in their shared victory. While the rules do not talk about zones as such, they are clearly established and an understanding of how they work can clear up confusion, especially for new players.
Many events in the game can be conceptualized as a card or multiple cards being moved from one zone to another, with different zones having different properties.
This framework also aides in conceiving Dominion as a set of discrete instructions, such as would be used by computer programs. Finally, several card abilities create more or less temporary zones, most often by instructing the player to set aside certain cards sometimes only while an ability is resolved, other times indefinitely; cards which set aside cards will tell the player how to return set aside cards to one of the permanent zones.
This zone is occasionally informally referred to as set-aside-cards-land. Dominion is rather notable in that, aside from basic setup and the three turn phases, most of the rules are on the cards themselves, so players do not have to memorize much in that regard. However, there are a few rules that must be invoked when complicated interactions between cards crop up.
Most casual players will never need to worry about these, but competitive players need to be very much aware of their implications.
Whenever an effect involves more than one player, that effect is resolved in turn order, starting with the player whose turn it is. For example, if someone plays Duchess , they first look at the top card of their own deck and decide what to do with it, then the player to their left, and so on. In practice, most effects like Duchess's can be resolved simultaneously, but there are some instances where it would behoove players to slow down and adhere strictly to this rule, such as when certain Attacks are played.
For example, when playing Scrying Pool , a player may make a different decision as to whether or not to keep their revealed card if they can see the other players' cards.
These effects must be fully completed before moving on to the next player. For example, when Followers is played, each player must gain a Curse and discard down to 3 cards in hand before the next player reacts. Sometimes, a card may have more than one multi-player trigger, signified by more than one clause starting with "for each [other] player".
For example, if Catapult is played, and a Treasure costing or more is trashed, each other player gains a Curse in turn order first, then each other player discards down to 3 cards in hand, in turn order. When one card has an effect based on another card that it gains such as Ironworks , and that gaining is prevented by a third card such as Trader , the first card's effect that would have been based on the second card does not occur.
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