Dominion Duel Game Rules

By: Dennis B. B. Taylor

Dominion Duel Game Rules

Welcome to the Dominion Duel Game! Are you ready to test your strategic skills and come out victorious? Well, you’re in the right place. In this guide, I’ll explain everything you need to know to play this exciting game to perfection.

Now, let’s dive right into the rules.

Game Setup

To get started, you’ll need the Dominion Duel Game board, 42 territory cards, and 30 action cards. Place the game board in the center of the playing area. Shuffle the territory cards and create a draw pile facedown beside the game board. Then, shuffle the action cards and deal five cards to each player. Each player should also receive five territory cards.

Objective of the Game

The goal of Dominion Duel is to conquer as many territories as possible and accumulate the highest score by the end of the game. This will require careful strategizing, resource management, and tactical decision-making.


During your turn, you can take several actions. You can play one action card from your hand, attack an opponent’s territory, or claim a territory as your own. Additionally, you can also use coins to purchase new action cards from the draw pile.

To attack an opponent’s territory, you must play an action card that allows you to do so. Each territory has a defense value, and you must match or exceed this value to successfully conquer it. If successful, you claim the territory as your own, adding the points indicated on the card to your overall score.

Ending the Game

The game ends when all the territories have been claimed or when the draw pile of territory cards is empty. At this point, each player tallies up their total score based on the territories they have conquered. The player with the highest score is declared the winner of Dominion Duel.


Now that you understand the rules of Dominion Duel, it’s time to gather your friends or family and start playing! Get ready for an intense and thrilling battle of wits, strategy, and luck. Remember, every decision counts, so choose your actions wisely. Good luck and may victory be yours!

Welcome to this fan-expansion of the amazing game of Dominion, created by Dustin B. Jepperson! This expansion adds even more excitement and fun to the core Dominion game. Just keep in mind that you’ll need the base Dominion game to play.

Getting Started

Before jumping into the action, there are a few things you need to do. First, you’ll need to print and prepare the additional cards for Dominion: Duel. These cards are essential for playing with this expansion.

In addition to the expansion cards, you’ll also need the Treasure cards, Victory cards, Curse cards, and Trash card from either Dominion base game, a standalone expansion like Dominion: Intrigue, or Dominion: Base Cards. It’s important to have a good selection of cards for variety and strategy.

Just like in any other Dominion game, you’ll need to select 10 sets of Kingdom cards to use in your game. These cards will shape your gameplay and provide unique abilities and opportunities.

Hey there! If you’re playing the Dominion: Duel card game and using only Kingdom cards, here’s what you need to know about setting up the Curse deck:

First off, grab the usual amount of Curse cards from the base game. For 2 players, that’s 10 Curse cards. For 3 players, you’ll need 20. And if you’ve got a full game with 4 players, grab 30 Curse cards.

But wait, there’s more! You’ll also want to include the Give And Take Curse cards from Dominion: Duel. For 2 players, add in 8 of these special Curse cards. If you’ve got 3 players, grab 10. And for a 4-player game, you’ll want to shuffle in 12 of these extra cursed goodies.

And that’s it! Now you’re all set up to battle it out in a game of Dominion: Duel with the Curse deck stacked against you. Good luck!

I’m excited to tell you about a fun game called Dominion. To set up the game, we need to follow a few steps. First, we take half of the Contagion (6) and Cursed Gold (5) cards and put them in the Curse deck. We shuffle the Curse deck and place it face down on the table. Then, we take the other half of the Contagion (6) and Cursed Gold (5) cards and place them face up in the Kingdom card area.

These Contagion and Cursed Gold piles are important because they count as Kingdom cards. In fact, we need to choose 8 additional Kingdom cards for the game.

Next, we add the War Trophy card to the Kingdom card area. The number of Warrior cards we need depends on the number of players: 2 players need 8 Warrior cards, 3 players need 10 Warrior cards, and 4 players need 12 Warrior cards. We shuffle the Warrior cards, place them face down in the Kingdom card area, and flip up the top card so everyone can see it.

So, here’s the deal: when you snag the top card in the Warrior pile, give that puppy a flip so it’s face-up. But here’s the thing – the Warrior pile doesn’t get no Trade Route token (from Prosperity). Then, plunk the remaining six stacks of Kingdom cards (10 cards each) in the Kingdom card area, and arrange the Treasure and Victory cards just like you normally would in a game of Dominion.

Now, if you’re only using Kingdom cards from Dominion: Duel, we got ourselves an extra win condition – Life Points! At the start, each player’s got 10 life points, and they score an extra point for every Victory point in their starting deck. So, most folks begin the game with a nice 13 life points – 10 plus 3 from the 3 Estate cards in the starting deck.

Hey there! It’s your responsibility to keep track of your own life points while playing the game. You can use dice, paper, a calculator, or any method you prefer.

If your life points ever go down to 0 or lower, you’re out of the game. All your cards will be moved to the Trash pile. The game can still go on until there’s only one player left, who will be declared the winner. Victory Points don’t matter in this case, just so you know!

Curse Tokens

Hey there, let me tell you about Dominion Duel’s newest addition – the curse token! It’s a symbol that brings a whole new twist to the game, and I’m excited to explain it to you.

In games where the goal is to collect Life Points, curse tokens play a special role. They can be used to change a player’s Life Points total, but here’s the cool part – you don’t actually need a physical token or counter to do it. It’s all done with the power of the curse symbol!

Now, if the Life Points rule doesn’t apply to your game, don’t worry! You can still use curse tokens to add an extra layer of excitement. Before you begin, simply choose something to act as your curse token counters. It could be coins, dragon tears, or even little cubes. The choice is yours!

So go ahead and dive into Dominion Duel with the curse token in mind. You’ll discover a whole new level of strategy and fun. Have a blast!

When playing a game without the Life Points win-condition, if a card instructs you to gain curse tokens, you must take one curse token counter for each curse token mentioned on the card.

At the end of the game, you calculate your Victory Points by adding up the points from Victory Cards and Victory Point Tokens, and then subtracting the points from Curse Cards. Additionally, you subtract a number of Victory Points equal to the number of curse tokens you have at the end of the game. This is the opposite effect of the Victory Point Tokens in Dominion: Prosperity.

The player with the highest total of Victory Points and Tokens minus Curse Points and Tokens is declared the winner of the game. For more information, refer to the Game-End section of these rules.

Life Points

Hey there! Let’s talk about life points and how they work. It’s actually pretty simple, so don’t worry! Life points are like a game currency that you gain and lose throughout the game.

Here’s the deal: You gain life points by doing certain things, and also lose them in other situations. Let me break it down for you:

When you gain curse cards or curse tokens, you lose life points. The amount you lose is equal to the sum of Y (the number of curse tokens you gained) and Z (the number of curse cards you gained). So, if you get 2 curse tokens and 1 curse card, you lose 3 life points! Yikes!

On the flip side, when you lose victory cards or victory point tokens, you also lose life points. The formula for this is similar: the amount you lose is equal to Y (the number of victory cards you lost) plus Z (the number of victory point tokens you lost). So, if you lose 1 victory card and 2 victory point tokens, you lose 3 life points. Ouch!

Now, let’s move on to gaining life points. When you gain victory cards or victory point tokens, you earn life points. You gain X life points, where X is the sum of Y (the number of victory cards you gained) and Z (the number of victory point tokens you gained). So, if you get 2 victory cards and 1 victory point token, you gain 3 life points. Nice!

Finally, when you lose curse cards or curse tokens, you actually gain life points. It’s like a little reward for getting rid of those pesky curses! The formula here is the same as before: X life points, where X equals Y (the number of curse tokens you lost) plus Z (the number of curse cards you lost). So, if you lose 3 curse tokens and 1 curse card, you gain 4 life points. Woohoo!

And that’s basically it! Life points in a nutshell. Just remember, curse cards and tokens can drain your life, while victory cards and tokens can give you a boost. Keep an eye on those numbers to stay in the game. Good luck!

When it comes to playing the game, Y and Z are important values to consider. They represent the numbers associated with victory cards, curse cards, or the victory tokens and curse tokens specified on the card. For example, Z for a Duchy Victory Card equals 3. So, when you gain a Duchy, you also gain 3 Life Points. On the other hand, if you lose a Duchy (by trashing it, giving it to another player, or any other means), you lose 3 Life Points. The values for Curse Cards, Estates, and Provinces are 1, 1, and 6, respectively.

Victory Cards are gained and trashed in the usual manner, meaning that gained Victory Cards are added to the top of the gaining player’s discard pile.

Hey there! Let me tell you something cool about how the game works. So, the effects on Life Points that I listed in that table up there? Well, those effects are all about what happens to you when you gain, lose, or trash cards or tokens. But wait, there’s more! These effects happen right after you finish dealing with all the other effects of a card. Now, here’s an interesting twist: when you gain Victory or Curse cards, the Life Point effects kick in right after you put that new card in your discard pile.

Now, let’s talk about trashing cards. If you trash two or more cards at the same time, you need to do it in a specific order. First, trash all the cards. Nice and clean. And then, you take a moment to choose the order in which you want to resolve the Life Point effects that come with trashing those cards.

Warrior Card Rules

In Dominion Duel, there are 10 unique Warrior Cards, each with its own special abilities and strengths. The strength of a Warrior Card is indicated by the number within its symbol. For example, the Silver Knight Card has a strength of 3, while the Warrior Angel Card has a higher strength of 8.

The strengths of the Warrior Cards range from 1 to 10, with 1 being the weakest and 10 being the strongest.

When you play a Warrior Card as an Action, you must resolve the actions printed on the card, starting from the top and working your way down. For instance, if you play the Silver Knight Card, you would first gain a Silver, and then you would draw an additional card and gain an extra action if you play the Warrior Angel Card.

Once all of the special moves have been completed, you will resolve the unique actions. After that, every player will be hit with a Curse effect that is present in all Warrior Cards. This effect means that each player must draw a card from the Curse Deck.

Note: When you play the Warrior Raid Warrior Card, every other player has to gain a Curse and +1. The player who activated the card draws a Curse Card from the Curse Deck and gains +1 (curse token). Both effects happen at the same time, and if the player is or becomes unaffected by the attack, both effects are canceled.

If I decide to play a Warrior Card as an Action, that means I become the attacking player for the rest of my turn. After I’ve played the Warrior Card, it’s the other players’ turn to respond. Starting with the player on my left, each person can choose to play a Warrior Card or another type of Reaction Card, like Vaccination, from their hand in response to my attack.

Now, let’s say someone decides to play another Warrior Card in response to my attack. In that case, we have to settle the Warrior battle. The Warrior Card with the highest strength value will be the winner of the battle. And don’t forget, we also have to resolve the effects listed on the reacting player’s Warrior Card. That’s how we determine the outcome of the battle.

When you play a Warrior Card with a strength between 2 and 9, and you win the battle by playing it as a Reaction to an attack, something really cool happens. You’re like a superhero – totally unaffected by the attack! That means you don’t have to draw a card from the Curse Deck. But guess what? The attacking player isn’t as lucky. They have to draw a card from the Curse Deck instead. Ouch!

Now, here’s the deal with Warrior Cards. Whether you play them as an Action or a Reaction, they go straight to your discard pile after the battle is resolved. It’s like they’ve done their job and need a bit of a rest. So, keep that in mind – if you play a Warrior Card as a Reaction to someone else’s Warrior Card, you can’t use it again in your next turn. Gotta give them a break!

When it’s my turn to play the Warrior Card, I start the battle. If anyone ends up drawing a Curse Card because of this battle, they have to place it on top of their discard pile. We all take turns resolving Life Point effects, starting with me as the attacking player. We keep going until everyone has resolved their Life Point effects, if necessary.

Now, there might be a rare situation where I play the Warrior Card and not just one, but multiple players have a Life Point total of 0 or less on the same turn. In that case, I resolve my Life Point effects first and I’m out of the game.

Hey there! I want to share an important rule about playing Warrior Cards in the game. When you play a Warrior Card as an action, you won’t be forced to draw more than one Curse Card. What does this mean? Well, let’s say you play a Warrior Card and someone else plays a Reaction Card to counter it, like Vaccination. Even if they win the battle, you’ll still only draw one Curse Card and deal with its effects first. Isn’t that interesting?

Now, here’s something exciting. You can actually play multiple Warrior Cards as action-attack cards in the same turn. But remember, you have to resolve all the effects, battles, card gaining, and Life Point effects for the first Warrior Card before moving on to the next one. It’s like a chain reaction! So, strategize and plan your moves wisely if you want to maximize your chances of winning.


Rules for Dominion: Duel Cards

There are some cards in Dominion: Duel that fall into multiple categories. These categories include Attack cards, Action cards, Reaction cards, and Victory cards. However, it’s important to note that not all of these cards are considered Attack cards or attacks on other players unless the player chooses to activate the option(s) on the card that affect other players. This decision is made by the person playing the card as an Action Card.

So let’s say you’re playing a game called War Trophy. During your turn, you can decide to play it as an Action. When you play it, you get +X. But there’s another part of the card that says for every 3 you gain this turn, all the other players have to gain a curse. Here’s the thing though – you don’t have to execute that part of the card if you don’t want to. Even if you don’t gain +X, if you gained 3 or more by some other way during your turn, that effect can still happen. It’s like a choice within a choice.

When you play a card like Silver Lining in Dominion: Duel, you have the opportunity to choose from different effects. These effects can either give you a bonus or allow you to perform an attack on another player.

However, it’s important to note that Silver Lining is only considered an attack if the “Trash a Silver from your hand, each other player gains a curse” effect is chosen as an action. This distinction is crucial for resolving the effects of certain cards, such as Vaccination and Sith Lord.

Hey there! When you’re playing Dominion: Duel and you come across a card that tells you to Gain a curse, but there are no Curse Cards left in the Curse Deck, don’t worry! You still have a way to handle it. Instead of gaining Curse Cards, you’ll gain curse tokens.

Curse tokens work a bit differently than Curse Cards. Each curse token you gain is represented by a +1 (curse token). So if you would have gained, say, 3 Curse Cards, you would instead gain 3 curse tokens, each with a +1 value.

Now, here’s the cool thing about curse tokens: there’s no limit to how many you can have in a game of Dominion: Duel! So feel free to hoard those curse tokens like a champ.

Once you’ve played a game with the Dominion: Duel expansion, you may find that you need more curse tokens than what’s included in the box. Not a problem! You can either write down the total number of curse tokens you have, or you can find additional token counters to use. That way, you’ll always have enough curse tokens for your epic battles.

Card Description

Blood Pact

When you play this card, start by drawing a card. The Blood Pact card remains on the table, and you have the option to get rid of it. If you decide to trash it, you can then decide to gain any number of curse tokens. To activate this effect, you must first move the Blood Pact card to the Trash pile. You can still use this effect even if you choose not to gain any curse tokens, but you still need to move the card to the Trash pile. After trashing Blood Pact, you will still receive any unused actions for the turn from the +2 Actions.

Cavity Drill

So, here’s the deal. When you play this game, you start by revealing cards from your Draw pile one at a time. Everyone gets to see the cards you reveal. Your goal is to find a card with “Action” in its type. You might find other types of cards as well, like “Attack” or “Victory,” but that’s not what we’re looking for right now. Keep revealing cards until you find one Action card, and then set it aside. But hold on! We’re not done yet. Keep revealing cards until you find a second Action card, and set that one aside too, with the first one.

Now, any Curse cards that you revealed (that aren’t also Action cards) need to be placed into your hand. Make sure you don’t miss any of those.

Okay, now that we’ve sorted out the Action and Curse cards, it’s time to deal with the other revealed cards. You’ll need to discard all of them, except for the Action and Curse cards you set aside earlier. Those ones you get to keep.

Now comes the fun part. You get to choose the order in which you want to play the Action Cards you set aside. If you have a special card like “Cavity Drill,” you can use it to help you decide. But if you don’t want to use any of the Action cards, that’s okay too. You can just discard them instead.

Chuck Norris

If you catch a glimpse of Chuck Norris, it means he’s already got you in his sights. And if you can’t see Chuck Norris, well, let’s just say your time is running out. Chuck Norris is the ultimate powerhouse when it comes to Warrior Cards. His strength is unbeatable at a whopping 10. That’s precisely why Chuck Norris emerges victorious in every single Warrior battle.

Now, here’s an interesting twist. If you decide to play the Chuck Norris card in response to an opponent’s Warrior Card, something miraculous happens. You become untouchable, completely impervious to the attack. Instead, your unlucky opponent gets hit with a curse that could spell doom. That’s not all, though. They also have to discard their entire hand, facing the consequences of their loss in terms of gained or lost life points, courtesy of forfeited Victory and/or Curse cards.


When playing the game, sometimes you may come across a card called Contagion. You can get Contagion cards in two ways: by purchasing them from the available Kingdom Cards or by gaining them from the Curse Deck. Gaining Contagion from the Curse Deck happens when you receive a curse from another card or action.

If you choose to buy or otherwise get Contagion during your turn, you have a choice of what to do with it. You can either place it on top of your draw deck or put it face up in your discard pile. But if you receive Contagion from the Curse Deck during another player’s turn, you must put it face up on top of your discard pile, just like you would with any other card you gain from the Curse Deck.

Regardless of how you acquire Contagion, you have to deal with its life point effects. This means you lose two life points when you gain a Contagion card.

Contagion can be played in the form of an Action. When you play Contagion as an action, you need to use one of your available actions to bring it into play. At the end of your turn, if you haven’t bought a card during that turn, you have to give the Contagion card to another player of your choice. If this happens, you lose the Curse card, and the receiving player gains the Curse card.

As a result of this action, any Life Point effects are immediately resolved. This means you gain 2 life points, and the player who received the Curse card loses 2 life points. The player who received the Curse card puts Contagion face-up in their discard pile and doesn’t have the option to place it on the top of their deck.

Hey there! It’s important that I share this little nugget of information with you: When you play Contagion as an Action, it’s not considered an attack. So, let’s say you have Sith Lord in play and you play Contagion as an Action. At the end of your turn, you can give Contagion to another player without being forced to discard Sith Lord. Pretty cool, huh?

Beware the Curse

Hey there! Let me break down the whole idea for you in simpler terms. When you play a Cursed Card, you get an extra card added to your hand each time you receive a curse card or a curse token. This means that every time you gain a curse from playing the Cursed Card, you also get a curse token (+1 ) as part of this effect.

Let me give you an example: when you play a single Cursed Card, you get +1 Action, +1 Buy, +1 Coin, AND +1 Card because of the +1 Coin.

If you played another Cursed Card after that, you would draw 2 more cards (drawing a total of 3 cards from playing 2 Cursed Cards).

Cursed Gold

So, here’s the deal: Cursed Gold is a pretty interesting card in the game, and there are a couple of ways you can get your hands on it. You can either buy it from the Kingdom Cards that are available or get it from the Curse Deck when you gain a curse from another card or action.

Now, when you gain or lose Cursed Gold, you need to deal with the consequences right away. Losing two life points, that is. It’s like a little price you have to pay for messing with this cursed treasure. Be careful!

But here’s the cool thing – if you play Cursed Gold as a Treasure Card, it actually gives you some benefits. You get +1 for each card you buy and for each Cursed Gold card that’s already in play. So, the more cards you buy and the more Cursed Gold you have, the more you can boost your treasure. For example, let’s say you buy 1 card and have 2 Cursed Gold cards in play – that means you get a +2 bonus to your treasure. Talk about turning curses into blessings, right?

Now, let’s talk about Cursed Village.

I’ll give you a new explanation of the card functionality after weaving in the words “witch” and “spell” to add an air of mystery. Check this out: When the witch casts her dark spell, known as the Cursed Village, strange things happen. At the start of your next turn after playing this card, something special occurs – you gain either a powerful Duchy or a humble Estate card. Place it face up on the top of your discard pile for everyone to see.

But that’s not all. When you attain one of these cards, you immediately feel their supernatural effects – they can grant you life points. Get a Duchy, and you’ll earn 3 life points; get an Estate, and you’ll receive 1 life point. It’s like magic!

However, you must beware! If there are no more Duchy or Estate cards left in the pile, the witch’s spell loses its potency, and you gain nothing. The choice is yours – will you dare to unleash the Cursed Village?

Give and Take

Hey there, let me tell you about this special card called Give And Take. It’s a unique card that you can only get from the Curse Deck, and you can’t buy it like other cards. If you want this card, you have to earn it through another card or action.

So, if you decide to play Give And Take as an Action, you’ll need to use one of your available actions to place it in play. But here’s the catch: at the end of your turn, there are a couple of conditions you need to meet in order to take full advantage of this card.

First, you must not have bought any cards during your turn. If you have, then unfortunately, this card won’t help you this time. But if you managed to resist the urge to buy cards, here’s the second condition: you must have at least one other Curse card in your hand or in play, excluding the Give And Take card itself.

If you meet these conditions, then you can trash both the Give And Take card and one other Curse card. Just so you know, trashing means getting rid of them. And when you trash these cards, something cool happens.

Right after trashing the Give And Take card, you’ll gain 3 life points. That’s pretty awesome! And depending on the second Curse card you trash, you’ll gain a different amount of life points. It varies depending on the card, so keep that in mind.

So, that’s how Give And Take works. It’s a special card that you can only get from the Curse Deck, and it comes with its own set of rules. But if you play your cards right and meet the conditions, you’ll benefit from trashing both the Give And Take card and another Curse card, gaining life points in the process.

Silver Lining

When you have the Silver card in your hand, you have the option to gain a Silver card and increase your purchasing power by +1. However, it’s important to note that the Silver Lining card is only considered an Attack if you decide to get rid of a Silver card from your hand. If you choose to do so, every other player will have to draw a card from the Curse Deck and immediately face the consequences of losing Life Points. This process starts with the player seated to your left and continues in a clockwise direction until all players have either gained a Curse card or played a special Reaction card, like Vaccination, to protect themselves from the attack.

The Power of the Sith

See how it goes? Evil always wins ’cause good is dumb. I’m the Sith Lord, the weakest warrior with strength only at 1. But don’t write me off just yet. I got the force power to make things interesting.

If you play me and someone else plays any warrior card as a reaction, we gotta battle. But here’s the catch – when that happens, you gotta trash me right away, in addition to any other punishment for losing the fight. It could be like getting a cursed card or something, you know?

But here’s the thing – I only lose if it’s a warrior battle. So, if someone plays a non-warrior reaction card like Vaccination, you get to keep me. Just remember, you can’t use me to attack others until you’re ready to say goodbye to me.

Note: If you play a card like Silver Lining or War Trophy without using its attack abilities, you don’t have to discard Sith Lord at the end of your turn.

This also applies when you play a Warrior Card in response to another player’s Warrior Card attack. In this case, even though you are engaging in a Warrior battle, it is not considered an attack, and you are not required to discard Sith Lord.

If you decide to attack another player, though (by using the attack ability on cards like Silver Lining or War Trophy, or by playing an Attack card like another Warrior Card as the attacker), you’ll need to get rid of Sith Lord at the end of your turn and place it face up on top of your Discard pile. While Sith Lord is in play, you won’t be affected by any attack card played by another player, including cards like War Trophy or a Warrior Card that affects every player.

While you have Sith Lord in play, you won’t have to get a Curse card or curse token as a result of being attacked by another player (other players, however, still have to deal with the attack’s effects or play a Reaction in response).


If you decide to use Vaccination as an Action, just use one of your actions to put it into play. Once it’s in play, you can decide to get rid of it at any time during your turn and choose one or both of these things:

  1. Look through your discard pile and get rid of a Curse card, and/or
  2. Get rid of a Curse card from your hand.

If you choose to do both things 1 and 2, you’ll also lose 1 buy for that turn (but don’t worry, you can still buy a card this turn if you played a card like Cursed Card that gives you +1 Buy). Right away, you’ll gain some Life Points, depending on the Curse card you got rid of. You can also use Vaccination as a Reaction when someone tries to attack you (like with a Warrior Card or Silver Lining’s attack ability).

If you get attacked, you won’t be hurt by the attack. Instead, the person who attacked you has to take a Curse card from the Curse Deck if they haven’t already gotten one from attacking someone else. This is called Vaccination. But remember, Vaccination only protects against one attack.

Souvenir of War

When it’s my turn, I can decide to play War Trophy as an Action. This lets me get +2, but I don’t have to get +X if I don’t want to. The card says I can do this. But if I decide not to get +X, then the effect where other players gain a curse for every 3 I gained this turn won’t happen. However, this effect can still happen if I gained 3 or more in other ways during the same turn.

Do you know what makes War Trophy unique? It’s the fact that it can be both an attack card and a way to gain +X points. How does it work, you ask? Well, let me explain.

War Trophy is considered an attack only when the curse effect kicks in. This curse effect happens when you’ve gained a total of 3 points throughout your turn. It doesn’t matter if you gained these points by choosing to gain +X points or by executing the attack portion of the card based on the points you’ve gained.

But here’s the thing, you don’t have to reach 3 points to play War Trophy. You can play it just to gain +2 points as long as you haven’t gained 3 points or more at any point during your turn. It’s a flexible card that gives you options.

So, next time you’re playing with War Trophy, keep in mind its dual nature. It’s not just an attack card, but also a way to get a quick point boost. How will you use it strategically to gain an advantage? That’s the fun part!

If, at any point during your turn, you manage to get 3 or more, something significant happens. You must activate the attacking part of War Trophy. When you do this, each of the other players will receive 1 Curse card for every 3 that you gained during your turn, rounded down.

Let’s talk about how the game ends. If you are only using Kingdom cards from Dominion: Duel in this game, then the winning condition is based on Life Points. If a player’s life points ever reach 0 or go below, that player is out of the game. All of their cards, no matter where they are, go to the Trash pile.

Even if players have accumulated Victory Points during the game, the remaining players can keep playing until there is only one player left. That player is declared the winner.

When playing a game of Dominion, if we decide not to use the Life Points win-condition, there are still some things to keep in mind. If a card instructs me to gain a certain number of curse tokens (+Y), I have to take that many curse token counters. It’s important to remember this and keep track of the curse tokens.

Whether we’re using the Life Points win-condition or not, the game will still come to an end. This happens when one of two conditions is met: either all the Province cards in the Supply pile have been taken, or three Supply piles (including the Contagion and Cursed Gold Kingdom Cards, if we’re using them) are empty. So, even if we’re not playing with Life Points, we still have to pay attention to these game-end conditions.

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