Contents
- 1 Dominion: Renaissance – A Guide to Playing the Game
- 1.1 Overview
- 1.2 Setup
- 1.3 Gameplay
- 1.4 Victory Points and Ending the Game
- 1.5 Conclusion
- 1.6 What’s Inside
- 1.7 Setup
- 1.8 Okay, but what do Coffers and Villagers actually do?
- 1.9 Artifacts
- 1.10 About Durations
- 1.10.1 A Sample Turn
- 1.10.2 My Top Recommendations for Dominion Card Sets
- 1.10.2.1 Let’s Start with Renaissance Alone:
- 1.10.2.2 Or How About Renaissance & Dominion Together?
- 1.10.2.3 Renaissance & Intrigue:
- 1.10.2.4 Renaissance & Seaside:
- 1.10.2.5 Renaissance & Alchemy:
- 1.10.2.6 Discovering the Riches of the Renaissance
- 1.10.2.7 Unleashing Renaissance in the Hinterlands
- 1.10.2.8 Embracing the Dawn of Renaissance and Dark Ages
- 1.10.2.9 Renaissance & Guilds / Cornucopia:
- 1.10.2.10 Renaissance & Adventures:
- 1.10.2.11 The Renaissance & Empires:
- 1.10.2.12 The Renaissance & Nocturne:
Dominion: Renaissance – A Guide to Playing the Game
Greetings, fellow card enthusiasts!
If you’ve found your way to this article, chances are you’re curious about the game known as Dominion: Renaissance. Well, you’ve come to the right place! In this guide, I’ll take you on a journey through the rules and mechanics of the game, helping you understand how to play and dominate your opponents!
Overview
Dominion: Renaissance is a strategic card game where players aim to build the most powerful and efficient deck possible. To achieve this, you must acquire and play cards with different abilities and functions. Each turn, you’ll use the cards in your hand to perform actions, purchase new cards, and earn victory points.
Setup
Before you begin, set up the game by creating the Supply, which consists of various card piles. These piles will determine the available cards for players to acquire during the game. The number of cards in each pile may vary depending on the number of players.
Each player starts with a deck of 10 cards, containing a combination of Money and Victory point cards. These cards are shuffled and form the player’s draw pile.
Gameplay
When it’s your turn, you’ll draw a hand of 5 cards from your deck. These cards are your resources for the turn. They may include Money cards, Action cards, or other types with special abilities.
First, you can play any Action cards from your hand. These cards allow you to perform specific actions, such as gaining more cards, trashing cards from your deck, or attacking other players. Be strategic with your choices to maximize the potential of your turn!
Next, you can use your Money cards to purchase new cards from the Supply. Each card has a cost listed in the bottom left corner. Spend your Money wisely to obtain cards that will enhance your deck and provide victory points.
After playing Actions and buying cards, you’ll discard all the cards you’ve played and any remaining cards in your hand.
At the end of your turn, draw a new hand of 5 cards from your draw pile. If your draw pile is empty, shuffle your discard pile to form a new draw pile.
Victory Points and Ending the Game
In Dominion: Renaissance, the ultimate goal is to accumulate victory points. Victory points can be obtained through purchasing certain cards or as a result of the card’s special abilities. Once all Province cards or three piles of Supply cards have been depleted, the game ends. The player with the most victory points is declared the winner!
Conclusion
I hope this guide has shed some light on the intricate world of Dominion: Renaissance. Whether you’re a seasoned player or new to the game, understanding the rules and strategies will help you build strong decks and outwit your opponents. Now, grab your cards, and let the journey begin!

This is an exciting time. The world of art has been transformed by the discovery of “perspective” and the availability of “funding.” In the past, a picture was only worth a few words, but now they have become a hundred times more valuable.
The art of oil painting has become incredibly realistic. Nowadays, you can even hire an artist to paint your portrait every morning, ensuring that your hair looks perfect. Sculptures have also improved. They no longer stop at the shoulders; now they extend all the way to the ground.
The fields of science and medicine have made significant progress. Superstitions have been replaced by knowledge, and now doctors know exactly how many leeches to use for different ailments. You have a clock that is accurate within an hour and a calendar that is accurate within a week. Physicians can heal themselves, and barbers can give themselves a haircut. It truly feels like we are living in a golden age.
Hey there! So, this is the 12th expansion to Dominion. It’s got a total of 300 cards, and guess what? There are 25 brand new Kingdom cards in here! How cool is that?
Now, I gotta tell you, Dominion: Renaissance is an expansion, so you can’t play it on its own. You’ll need the Basic cards and rulebook from Dominion to play with it. No worries, though! If you’ve got any other Dominion expansions, you can totally mix and match them with Dominion: Renaissance. So much variety!
What’s Inside

- 250 Kingdom cards
- 25 Randomizer cards
- 20 Project cards
- 5 Artifact cards
- 35 Coin tokens
- 6 Coffers / Villagers mats
- 12 cubes in 6 player colors
- 1 Plastic organizer tray
- 1 Organizing Inlay
- 1 Rule Booklet
Setup
When you start playing the game, the first thing you need to do is unwrap the three sets of cards and put them in the card tray. There’s a special inlay that shows you how to organize the cards.
In the Renaissance expansion, there are 25 randomizer cards, one for each Kingdom card. To play with this expansion, you’ll need the Treasure cards, Victory cards, Curse cards, and the Trash mat/card from either Dominion or Base Cards (or older editions of Intrigue). You’ll also need the rules from Dominion.
In Dominion games, like this one, I have to pick 10 sets of Kingdom cards to play with. I can either choose the sets randomly or shuffle the randomizer cards from this expansion with cards from other Dominion games.
If I choose to shuffle in Projects, I can do that even though they have a different back. Projects are not part of the 10 Kingdom cards used in a game. I just need to keep turning over cards until I have 10 Kingdom cards.
When playing normally, it’s best to use a maximum of two Projects per game. If I’m playing with Dominion: Adventures or Dominion: Empires, it’s recommended to use no more than two total from Projects, Events, and Landmarks.
When I’m playing a game of Dominion, sometimes I like to mix things up a bit. One way to do that is by using Projects. These are special abilities that can add an extra layer of complexity to the game. But before I dive into the details, let me share a little secret with you – Projects have their own set of rules. It’s like a side quest within the main game!
So how do you incorporate Projects into your Dominion game? Well, there are a few things to keep in mind. Firstly, Projects cannot be used in conjunction with certain cards, such as Young Witch’s bane from Cornucopia. It’s like oil and water – they just don’t mix. Another option is to create a separate deck for Projects, Events, and Landmarks, and always include one or two of them in every game. This way, you’ll always have that extra twist to keep you on your toes.
There are also some specific components you’ll need for games with Projects. If you’re using a card that mentions Coffers or Villagers, make sure each player has a Coffers/Villagers mat. And don’t forget to grab a pile of Coin tokens to go along with them. Additionally, if you decide to include cards like Border Guard, Flag Bearer, Swashbuckler, or Treasurer, you’ll need to locate the Artifacts they refer to and place them near the Supply.
Okay, but what do Coffers and Villagers actually do?

Hey there! Did you know that Renaissance offers mats that help you keep track of Coffers and Villagers? These handy mats allow you to save up tokens and actions for later use. Let me break it down for you:
- When a card says “+1 Coffers,” it means you add a token to the Coffers side of your mat. You can then remove a token during your Buy phase, before making any purchases, in exchange for + #image.jpg.
- Similarly, if a card says “+1 Villager,” you add a token to the Villagers side of your mat. You can remove a token during your Action phase to gain +1 Action.
- You can remove as many tokens as you want at once, and each token removed will give you an additional + #image.jpg or +1 Action.
I’ve got some information for you about coin tokens in Dominion. These tokens are used in the game to keep track of certain things, and you can use any substitute if you run out. The same tokens are also used in other expansions like Dominion: Seaside, Dominion: Prosperity, and Dominion: Guilds, so you can mix them all together.
Now, there are some exceptions when it comes to using tokens. If a token is being used in a different way, like on the Pirate Ship mat in Dominion: Seaside, you can’t remove it for extra coins or actions. You can only remove tokens from the Coffers / Villagers mat.
When it comes to getting tokens, they come from the supply and go back there when you’re finished with them. You can’t take tokens from other mats or other players.
Dominion: Guilds also has a Coffers mat that uses tokens the same way. In earlier printings of Guilds, it said “take a Coin token,” but in later printings, it says “+1 Coffers” and should be played that way.
That’s it for the coin tokens. Now, let me tell you about projects.

Have you ever come across project cards in a game? They’re special abilities that you can purchase. When it’s your Buy phase, you can buy a Project card. But here’s the catch – each Project card requires a Buy, and they come with a specific cost. You can see the cost indicated in the corner of each Project card.
When you buy a Project, you get to place one cube on it. And guess what? You’ll have that ability for the entire game! Let me break it down for you. Take Fair, for example. You can pay for it and put a cube on it. And from that point forward, you’ll get an extra Buy on each of your turns. Pretty cool, right?
- Typically, there shouldn’t be more than two Projects in a game. Even if there are more, you only get to place two cubes.
- Now, you can’t put two cubes on the same Project. It just doesn’t work like that.
- Once you place a cube on a Project, you can’t take it back. So choose wisely!
- Here’s the good news. Any number of players can have the same Project ability at the same time. So, it’s a party!
- Here’s something you should know. Paying for a Project isn’t the same as “buying a card.” So cards like Inventor won’t make it cheaper, and it won’t affect cards like Exploration.
- Oh, and one more thing. If you have debt (from Empires), you can’t pay for a Project. So keep that in mind.
Artifacts

Hey there! Let’s talk about artifact cards in the game. These special cards are like superpowers that you can get when you have a certain kingdom card. They can do really cool things to help you in the game.
Now, here’s the fun part. When you want an artifact, you have to check if another player already has it. If they do, you get to take it from them. Only one player can have a particular artifact at a time. So if you want it, you have to grab it from someone else.
But if no one else has the artifact you want, you can just take it for yourself. It’s all yours! While you have the artifact, you get to use its awesome ability. But remember, as soon as someone else takes the artifact from you, you lose that ability.
Let me give you an example: when you play as the Treasurer, you have the option to choose the Key. If you do, you’ll get a bonus at the start of each of your turns until someone else takes it.
About Durations
In Renaissance, there are two Duration cards. These cards are orange and have special abilities that impact future turns. Unlike other cards, Duration cards are not discarded during the Clean-up phase if they still have something to do. They remain in play until the last turn where they have an effect.
Also, if a Duration card is played multiple times by a card like the Scepter, it will stay in play until the Duration card itself is discarded. This is a way to keep track of the fact that the Duration card was played more than once.
To keep track of whether or not a Duration card was played on the current turn, you can place your cards into two separate lines.
A Sample Turn
Let’s imagine it’s Avery’s turn. At the start, her hand consists of Inventor, Inventor, Improve, Scepter, and Estate. There’s also a cube on Innovation and 5 tokens on Villagers.
First, she plays Inventor and gains a Flag Bearer. By doing so, she takes the Flag from Ethan. Due to Innovation, Avery is able to play the Flag Bearer and receives a bonus of #image.jpg.
She uses one of her Villager tokens in order to play another Action card. This time, she plays the other Inventor and gains Spices, which now costs #image.jpg. Acquiring Spices triggers a special ability that allows her to add two tokens to her Coffers. She uses another Villager token to continue her turn and plays Improve, which gives her an additional #image.jpg.
Now it’s Avery’s Buy phase. First, she plays the Scepter and chooses to replay the first Inventor. This allows her to gain a Duchy. In total, she has #image.jpg from the Flag Bearer and #image.jpg from Improve. She also spends a token from her Coffers to get an extra #image.jpg, bringing her total to
.
She decides to buy a Province, which costs
due to the three plays of Inventor. Avery discards all her cards and uses Improve to trash one of her Inventors. As a result, she gains a Duchy to replace it. It’s worth mentioning that Inventor now costs #image.jpg, while Duchy costs #image.jpg, which is a difference of #image.jpg.
Finally, Avery draws a new hand of 6 cards thanks to the Flag.

My Top Recommendations for Dominion Card Sets
Hey there! Are you ready to dive into a world of exciting card interactions and strategies? Look no further, because I’ve curated some fantastic sets of 10 Kingdom cards just for you. These sets will not only keep you entertained but also showcase the amazing possibilities in the game of Dominion.
Let’s Start with Renaissance Alone:
Overture: Fair � Acting Troupe, Experiment, Flag Bearer, Hideout, Improve, Inventor, Lackeys, Old Witch, Seer, Treasurer.
Prelude: Citadel, Star Chart � Border Guard, Cargo Ship, Ducat, Mountain Village, Priest, Recruiter, Sculptor, Silk Merchant, Swashbuckler, Villain.
Or How About Renaissance & Dominion Together?
It Takes a Villager: Road Network � Acting Troupe, Cargo Ship, Recruiter, Seer, Treasurer � Market, Merchant, Mine, Smithy, Vassal
Capture the Flag: Barracks, Pageant � Flag Bearer, Lackeys, Scholar, Swashbuckler, Villain � Cellar, Festival, Harbinger, Remodel, Workshop
Renaissance & Intrigue:
A Trip Back in Time: Citadel – Experiment, Flag Bearer, Patron, Recruiter, Silk Merchant – Ironworks, Lurker, Patrol, Swindler, Upgrade.
The Royal Gathering: Fleet, Sinister Plot – Acting Troupe, Inventor, Research, Scepter, Scholar – Courtier, Mining Village, Nobles, Replace, Steward.
Renaissance & Seaside:
Setting Sail: Innovation – Acting Troupe, Cargo Ship, Lackeys, Research, Spices – Embargo, Island, Outpost, Smugglers, Wharf.
Treasure Hunt: Crop Rotation, Silos – Border Guard, Flag Bearer, Inventor, Sculptor, Swashbuckler – Caravan, Native Village, Salvager, Tactician, Treasure Map.
Renaissance & Alchemy:
Sneak Peek: Cathedral – Cargo Ship, Improve, Lackeys, Patron, Sculptor, Silk Merchant – Alchemist, Apothecary, Golem, Scrying Pool
Discovering the Riches of the Renaissance
Let’s explore some exciting combinations of cards from the Renaissance expansion set in the game of Platinum/Colony:
1. Dreamers of Dreams: This strategy involves using the Academy, Cargo Ship, Old Witch, Priest, Scepter, Scholar cards along with the Expand, Monument, Vault, Watchtower, and Worker’s Village cards. By combining these cards, I can create a powerful deck that not only builds my resources but also strengthens my position in the game.
2. Movers and Shakers: In this strategy, I leverage the power of Capitalism and Citadel cards along with the Hideout, Patron, Research, Treasurer, and Villain cards. By using these cards in combination with the Bank, City, Grand Market, Loan, and Rabble cards, I can amass great wealth and influence in the game.
Unleashing Renaissance in the Hinterlands
Let’s blend the Renaissance expansion set with the Hinterlands set to create some unique card combinations:
1. Sweetened Deals: This strategy involves using the Silos card along with the Flag Bearer, Lackeys, Mountain Village, Silk Merchant, and Spices cards. By combining these cards with the Cartographer, Develop, Farmland, Haggler, and Spice Merchant cards, I can maximize my resources and make lucrative trades.
2. A Penny Saved: In this strategy, I utilize the Barracks and Guildhall cards along with the Ducat, Patron, Scepter, Seer, and Swashbuckler cards. By using these cards in combination with the Cache, Crossroads, Noble Brigand, Oasis, and Trader cards, I can save money and make strategic purchases.
Embracing the Dawn of Renaissance and Dark Ages
Let’s combine the Renaissance expansion set with the Dark Ages set, using the Shelters:
1. Eternal Resilience: In this strategy, I utilize the resilience of the Shelters cards along with other powerful Dark Ages cards to create an unstoppable force. By combining these cards, I can build a solid defense and launch a counterattack against my opponents.
2. Shadows of the Past: This strategy involves using the Shelters cards along with other Dark Ages cards to delve into the depths of the past. By combining these cards, I can uncover hidden treasures and secrets that will give me a significant advantage in the game.
Stargazing: Star Chart – I’m all about that cosmic navigation, baby! Look up, and you’ll find Border Guard, Patron, Seer, Silk Merchant, and Swashbuckler. But don’t stop there! Seek wisdom from the likes of Hermit, Mystic, Procession, Sage, and Wandering Minstrel. Their insights are out of this world!
Sewer Rats: Crop Rotation, Sewers – Okay, hear me out. We’ve got Crop Rotation and Sewers. Now, add in some Flag Bearer, Improve, Lackeys, Mountain Village, and Research. Hold on tight because here comes Count, Counterfeit, Cultist, Graverobber, and Rats. It may sound a little crazy, but trust me, it’s a wild ride!
Renaissance & Guilds / Cornucopia:
Combo Corner: Canal – Let’s talk about combos, my friend. Start with Canal, then mix in Ducat, Experiment, Hideout, Sculptor, and Seer. Now, brace yourself for Herald, Horn of Plenty, Horse Traders, Jester, and Stonemason. These cards will have you feeling like a master strategist!
Filling the Coffers: City Gate, Star Chart – It’s time to fill up those coffers, my friend! Unlock the treasures of City Gate and Star Chart. Then, call upon Priest, Recruiter, Spices, Swashbuckler, and Treasurer to take your wealth to new heights. And don’t forget about Baker, Butcher, Menagerie, Merchant Guild, and Plaza. Your fortune awaits!
Renaissance & Adventures:
My Progress: Piazza ➜ Training ➜ Experiment, Improve, Recruiter, Seer, Silk Merchant ➜ Hireling, Ranger, Raze, Swamp Hag, Transmogrify.
Once Upon a Time: Innovation ➜ Ferry ➜ Acting Troupe, Lackeys, Priest, Sculptor, Spices ➜ Distant Lands, Duplicate, Haunted Woods, Royal Carriage, Storyteller.
The Renaissance & Empires:
Exploring the City: Exploration ➜ Battlefield ➜ Cargo Ship, Experiment, Mountain Village, Priest, Sculptor ➜ City Quarter, Farmers’ Market, Groundskeeper, Sacrifice, Wild Hunt.
Navigating the Sewers: Sewers ➜ Ritual ➜ Acting Troupe, Flag Bearer, Improve, Old Witch, Scepter ➜ Chariot Race, Enchantress, Gladiator, Patrician, Villa.