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Welcome to Dominion Adventures!
Are you ready to embark on an epic journey full of excitement and strategy? If so, you’ve come to the right place. In this game, it’s all about building your own kingdom, exploring new lands, and outwitting your opponents. So, grab your sword and get ready for an adventure like no other!
In Dominion Adventures, you’ll take on the role of a great leader, entrusted with the task of expanding your dominion. Your goal is to acquire the most victory points by accumulating valuable cards and constructing a powerful deck. But beware, for your opponents will be doing the same, and it’s up to you to outmaneuver them and rise to victory.
Each game of Dominion Adventures begins with a set of Kingdom cards that will serve as the foundation of your deck. These cards represent different actions, treasures, and victory points that you can obtain throughout the game. As the game progresses, you’ll be able to acquire new cards and upgrade your deck, allowing you to execute more powerful strategies.
On your turn, you’ll have the option to perform one action and buy one card. Actions can include playing certain Kingdom cards or using special abilities to gain an advantage. Buying cards allows you to add them to your deck and strengthen your future turns. The key is to carefully choose which cards to play and buy, as each decision will shape the course of the game.
Strategic thinking and adaptability are essential in Dominion Adventures. As you progress, you’ll face new challenges and opportunities that will require you to adjust your plans on the fly. Will you focus on amassing wealth, claiming territories, or disrupting your opponents’ strategies? The choice is yours!
It’s important to always keep an eye on the victory point cards. These cards are the ultimate goal, and acquiring the right combination of them will secure your victory. However, don’t get too caught up in the pursuit of victory points, as neglecting your deck’s composition or failing to respond to your opponents’ moves can be detrimental to your success.
Remember, Dominion Adventures is a game of strategy, wits, and anticipation. Constantly evaluate the board, assess your options, and adapt your plans accordingly. With every turn, you’ll be one step closer to victory and one step further from defeat.
So, are you ready to embrace the challenges that await you in Dominion Adventures? Prepare yourself for the adventure of a lifetime, and may the best leader emerge victorious!
Hey there! I’ve got some exciting news for all you Dominion fans out there. Dominion: Adventures is here, and it’s ready to amp up your gameplay experience! But before we dive in, let me give you the lowdown.
This expansion pack is designed to work in tandem with the base game, Dominion. You can’t play it on its own, but boy, when you combine the two, magic happens! If you don’t have Dominion, don’t sweat it. Just grab a standalone expansion like Dominion: Intrigue, and you’re good to go.
Now, you might be wondering what Dominion: Adventures brings to the table. Well, I’m glad you asked! This pack adds all the essential Basic cards you need for gameplay, along with the complete setup and gameplay rules. It’s a one-stop shop for all your Dominion needs.
But that’s not all. If you already have other Dominion expansions, good news! Dominion: Adventures is completely compatible with them. Talk about leveling up your gaming experience!
So, get ready to explore a whole new world of Dominion with this expansion. We’ve packed it with extra fun and excitement, just for you. Trust me, you won’t be able to resist the allure of Dominion: Adventures!
What’s Included in Dominion Adventures?
- 304 Kingdom cards
- 12 Action cards
- 30 Treasure cards
- 12 Victory cards
- 30 Randomizer cards
- 20 Upgradable cards
- 20 Event cards
- 6 Tavern mats
- 48 rond tokens
- 12 rectangular tokens
How to Set Up Dominion Adventures
With Dominion Adventures, you get 30 randomizer cards, one for each Kingdom card, and 20 Event cards. To play the game, you’ll also need the Treasure cards, Victory cards, Curse cards, and Trash card from either Dominion or a standalone expansion, like Dominion: Intrigue, or the Base Cards set.
When playing Dominion, it’s important for me to choose 10 sets of Kingdom cards. I can do this in a few different ways. One way is to choose random sets. If I choose this approach, I should shuffle the randomizer cards from this expansion with the cards from any other Dominion games I want to include.
I can also shuffle in event cards with the randomizer deck. The event cards are separate from the 10 Kingdom cards used in each game. When an event card is turned over, I’ll put it on the table but keep turning cards over until I have 10 Kingdom cards.
When playing a game, it’s best to keep things simple and avoid overwhelming yourself. That’s why I recommend using only a maximum of two Events per game. Anything more than that can be a bit much to handle.
Another thing to keep in mind is that sometimes you’ll be using randomizer cards to decide whether or not to include certain aspects of the game, like Platinum/Colony or Shelters. In these cases, it’s best to skip using Events altogether.
There’s also a specific situation to consider when playing with the Young Witch card from the Cornucopia expansion. Unfortunately, Events cannot be the Young Witch’s bane, so you’ll have to exclude them.
If you’re using the Page or Peasant cards, it’s important to know that they can upgrade into other cards. For Page, those cards are Treasure Hunter, Warrior, Hero, and Champion. And for Peasant, it’s Soldier, Fugitive, Disciple, and Teacher. Keep these upgraded cards near the Supply, either in a single pile or multiple piles, depending on what works best for you.
If you’re using any tokens during the game, make sure to have them easily accessible. And if Reserve cards are part of the game, be sure to have Tavern mats ready and give one to each player.
The Amazing Adventure Tokens
Hey there! I want to tell you all about these cool things called tokens. They’re like magical coins that add an extra twist to the game. You know, adventures are more fun when we have some special powers and surprises to explore!
So, let’s talk about it. In the game, we have these tokens and there are 10 of them in each of the 6 different player colors. That’s a lot of tokens! These are used with some Kingdom cards and Events, which make the game even more exciting. It’s like a secret treasure that only you and your friends get to discover!
But, here’s the deal. Tokens are special, so we have to be careful not to have too many. You see, each player can only have one of each token. That’s the rule! We don’t want to have too much power, right?
Now, some tokens go on Action Supply piles. When you want to take a card from a pile with a token on it, just tilt the card a little. That way, the tokens will slide back onto the pile. Easy peasy! Oh, but wait, the fun part is that even if a pile is empty, the token still works. You can put the token right on top of the empty pile and make it come to life again!
So, aren’t tokens just awesome? They add a whole new dimension to the game, making it more thrilling and surprising. I know you’re going to love exploring the world of tokens and all the amazing things they can do. Let the adventure begin!
You know how you can keep track of the empty pile? Well, there’s a randomizer card that tells you what it was. Sometimes, there can be multiple tokens on the same pile. Let’s say the green player has a +1 Action and +1 Card token on a pile, while the blue player only has a +1 Action token on that same pile.
Hey there! Let’s talk about tokens in the game. Tokens are these special markers that can do some cool things when you play the game. They add an extra layer of strategy and excitement.
First, let’s talk about the Trashing token. It looks like a tombstone. This token goes on an Action Supply pile. When you buy a card from that pile, you have the option to trash a card from your hand. Remember, trashing a card is only optional and it only happens when you buy a card from that pile. The Trashing token is placed with Plan, so keep an eye out for it.
Next, we have the Journey token. It looks like a boot. At the start of the game, the Journey token is face up. But it can be turned over by certain cards like Ranger, Giant, and Pilgrimage. When these cards turn over the token, they check if it’s face up or not. Based on that, they do something cool. The Journey token can be turned face down with one effect and then face up again with another effect. It’s pretty neat!
When I play the game Inheritance, I use the Estate token to mark the card that my Estates have transformed into. After I activate Inheritance, I place the token on a card near my play area, but it’s not actually in play.
There are four tokens that give you a boost of +1 in some way: +1 Action, +1 Buy, +1 Card, and +. These tokens are placed on the Action Supply piles. When it’s your turn to play a card from one of those piles, you get the bonus that corresponds to the token.
Let me give you an example. If you have your +1 Action token on the Ranger pile, you will get an extra Action every time you play a Ranger card. These tokens are used by the Teacher and four Events: Lost Arts, Seaway, Pathfinding, and Training.
The #image.jpgcost token is a game element that has an impact on the cost of cards. When you play with this token, it reduces the cost of cards from an Action Supply pile during a player’s turn. This reduction applies to all purposes.
Let’s say you have the #image.jpgcost token on the Gear pile. With this token in play, you can now Transmogrify a Copper card into a Gear card at a reduced cost.
However, it’s important to note that the #image.jpgcost token cannot lower costs below a certain level represented by .
To implement this game element, simply place the #image.jpgcost token on the Ferry card. This way, you can easily keep track of its effect during gameplay.
When you encounter a large -1 Card token in the game, it’s important to understand its effects. This token is placed on your deck by certain actions like Relic, Borrow, or Raid. Its purpose is to make you draw one less card the next time you draw cards from your deck.
What this means is that when you would normally draw a new hand of 5 cards, you’ll only draw 4 cards instead. This reduction also applies to drawing cards from playing Actions or any other effects.
It’s crucial to note that the token’s effect only happens once. After that, it’s removed from your deck, and you can draw cards normally again until you encounter the token once more.
It’s also important to mention that the token only affects drawing cards. It doesn’t have any impact on revealing cards, and revealing cards doesn’t remove the token. So, when you need to reveal cards, do so first, and then put the token back in its place.
The effect of the token applies to any card that says “+Cards” or “draw,” but it doesn’t affect any other cards. However, it’s worth mentioning that the promotional card Envoy is an exception. While it says “draw the rest,” it isn’t affected by the token and works as intended.
Did you know that a token can be placed on an empty deck? It’s true! And here’s the cool part – even if you already have the token on your deck, it won’t affect you if you’re told to put the token there again. It’s like a special mark that only affects you once. So, don’t worry about having multiple tokens on your deck, because it’s not gonna make a difference. You’re still in the clear!
How to Play
When you want to use an Action card in the game, you need to play it. Playing an Action card involves two steps: putting it face-up into the play area and performing the instructions written on the card. Even if the card cannot be placed in the play area, you still need to follow its instructions.
Playing a Card
When you play Action and Treasure cards, you place them face-up in a designated area. These cards are considered “in play” until they are moved elsewhere, usually when they are discarded during the Clean-up phase. On the other hand, cards that have been set aside, trashed, or are in the Supply, Tavern mats, hands, decks, and discard piles are not considered “in play.” It’s important to note that Reserve cards are only considered “in play” once they have been activated.
Some cards have a dividing line on them, separating effects that occur at different times. When you play a card, you only apply the effects listed above the line. Any text below the line indicates that the effects happen at another time, as indicated on the card itself.
In the Adventures expansion, there are three Treasure cards that have specific rules. These cards are included in the Supply if they are chosen as part of the 10 Kingdom cards for the game, but they are not part of the Basic Supply.
So, these special cards called Artifacts are a lot like regular Treasures, but they come with some extra powers. You play them just like you would normal Treasures, during the Buy phase of the game, and any cards that interact with Treasures also affect Artifacts. Pretty neat, right?
Now, here’s where things get interesting. When you’re playing with Artifacts, you have the freedom to decide the order in which you play your Treasure cards. You can even choose not to play some, or all, of your Artifacts if you want. The key thing to remember is that during the Buy phase, you have to play all the Artifacts you want to use before you make any purchases, even if you have extra Buys. Once you’ve bought a card or used an Event, you can’t play any more Artifacts.
When two things happen at the same time to me as a player, I get to decide the order in which I do them. It doesn’t matter if some of them have to be done and others are optional. Let’s say I have an Amulet from the previous turn and a Guide on my Tavern mat. I could resolve the Amulet first and then call the Guide, or I could call the Guide first and then resolve the Amulet. I could even just resolve the Amulet.
When two things happen at the same time to different players, we go in turn order, starting with the player whose turn it is. Let’s say I play the Giant card, the other players are affected in the order they took their turns. This might be important if the Curse cards run out, for example.
I’ll explain what happens when you need to do something with your Deck, like draw or discard cards, but you don’t have enough left. Don’t worry, I’ve got you covered!
First, if you need more cards than are left in your Deck, you set aside the remaining cards in your Deck. Then, you shuffle your Discard pile to create a new Deck. Now, you can do the thing you needed to do with the set aside cards, plus however many cards you still need from your freshly shuffled Deck.
If there still aren’t enough cards, don’t worry! You can still do the thing with as many cards as you have. Just do what you can.
Oh, and if your Deck is empty, don’t shuffle your Discard pile until you actually need to do something with cards from your Deck and don’t have any. This way, you don’t have to shuffle unnecessarily.
Now, here’s an interesting thing. You can use multiple Reaction cards in response to a single event. How cool is that? But remember, when you use Reactions, they are resolved one at a time. You can even use a second Reaction card that you didn’t have in your hand when you played the first Reaction card. So, you’ve got some flexibility there!