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GUIDE

DOMINION DECK-BUILDING GUIDE

Dominion is the original deck-building card game where you start with a weak deck and gradually buy better cards from a shared supply. The goal is to build an engine that lets you acquire the most victory points before the game ends.

DIFFICULTYINTERMEDIATE
PLAYERS2-4
PLAY TIME30 min
AGE13+
STEP 1

SETUP

  1. 1Choose 10 Kingdom card piles for the game, either at random or from a recommended set.
  2. 2Place each Kingdom pile in the central supply where all players can reach it.
  3. 3Set out the Treasure piles: Copper, Silver, and Gold.
  4. 4Set out the Victory piles: Estate, Duchy, and Province, plus the Curse pile.
  5. 5Give each player the same starting deck of 7 Copper and 3 Estate cards.
  6. 6Have each player shuffle their 10-card deck and draw 5 cards as their opening hand.
  7. 7Choose a first player and place the Trash pile in reach of everyone.
STEP 2

HOW TO PLAY

YOUR TURN

A turn has three phases played in order: Action, Buy, and Clean-up. You begin each turn with one Action and one Buy. Play through the phases, then discard everything and draw a fresh hand of five.

ACTION PHASE

You may play one Action card from your hand, following its instructions. Many Action cards grant extra actions, extra cards, or extra buys, letting you chain several cards together. If you have no Action cards or choose not to play any, move on to the Buy phase.

BUY PHASE

Play Treasure cards from your hand to generate coins, then spend those coins to gain cards from the supply. With one Buy you may purchase a single card; cards that grant extra buys let you purchase more. Newly bought cards go to your discard pile.

CLEAN-UP PHASE

Discard your played cards and any remaining hand cards, then draw five new cards for your next turn. When your draw pile runs out, shuffle your discard pile to form a new draw pile.

★ WIN CONDITION

The game ends when the Province pile is empty or when any three supply piles are empty. Every player then counts the victory points in their entire deck, and the player with the most points wins; ties are broken in favor of the player who took fewer turns.

STEP 3

QUICK TIPS

  • Buy Silver and Gold early so you can afford the strong cards and Provinces later.
  • Keep your deck lean; trashing weak Copper and Estate cards makes good cards come up more often.
  • Focus on a clear engine rather than buying a little of everything.
  • Extra actions and extra cards are what let you play several key cards in one turn.
  • Watch the supply piles; you can end the game suddenly by emptying a third pile.
  • Delay buying Estates and Duchies until late, since victory cards clog your hand.
DEEP DIVE

STRATEGY NOTES

Dominion is a game about building a better deck than everyone else at the table. You all begin with the same humble ten cards, seven Coppers and three Estates, and from there the game is a race to reshape that deck into an efficient machine. Because you draw only five cards each turn, every card you add either helps or dilutes what you can do. The best players think of their deck as a whole rather than as a set of individual purchases.

The early game is usually about money. Silver and Gold raise your buying power so that you can reach the expensive cards that matter, and a common opening is to add a couple of Silvers before committing to a strategy. As soon as you can reliably generate six or more coins, Provinces become the prize, since they are worth six victory points each and are the most common trigger for ending the game.

Action cards are where Dominion gets its depth. Cards that give extra actions let you chain multiple effects in a single turn, cards that draw more cards keep your hand full, and cards that grant extra buys let you gain several cards at once. When these effects combine, a well-tuned deck can play through most of itself every turn. Building toward such an engine is often stronger than simply buying treasure, but only if the Kingdom cards on offer support it.

Trashing is the quiet skill that separates good decks from bloated ones. Removing your starting Coppers and Estates thins your deck so your powerful cards appear more frequently. A smaller deck is a faster deck, and speed wins races. Cards that let you trash for benefit are often worth prioritizing.

Finally, keep one eye on how the game ends. It stops when the Province pile empties or when any three supply piles run dry. A sharp player can time purchases to empty that third pile while they are ahead, denying opponents the turns they needed to catch up. Knowing when to switch from building to scoring is the heart of Dominion.

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