Additional Rules for Dominion Adventures

By: Dennis B. B. Taylor

The Extra Rules of Dominion Adventures

Hey there! Are you ready to dive deeper into the world of Dominion Adventures? Well, strap in because I’m about to lay out some additional rules for you to consider. These rules will take your game to the next level and keep you on your toes!

Action – Duration Cards:

First up, we have the Action – Duration cards. These cards have two different types of effects: an immediate action that you can take and an ongoing effect that lasts for a certain period of time. The beauty of these cards is that their influence can reach beyond just one turn, giving you the opportunity to strategize and plan ahead.

Prize Cards:

Next, let’s talk about the Prize cards. These cards are a special kind of Kingdom card that add an element of surprise to the game. Prize cards aren’t available from the start of the game. Instead, they become available after a certain condition is met. Once unlocked, they offer unique abilities that can give you a significant edge over your opponents.

Event Cards:

Now, let’s get into the Event cards. These cards introduce temporary rule changes or actions that players can take during the game. Events can drastically shift the flow of the game and require you to adapt your strategy accordingly. They add an extra layer of complexity and excitement to your Dominion Adventures experience.


Another exciting addition to Dominion Adventures is the Travelers. These cards start off as ordinary cards in the Supply but can be upgraded into more powerful versions by meeting specific requirements. Travelers evolve throughout the game, making them a dynamic and rewarding aspect to explore.

Reserve Cards:

Lastly, we have the Reserve cards. These cards are unique because they can be set aside and saved for later use. Reserve cards open up new possibilities for your game strategy, allowing you to plan ahead and surprise your opponents with unexpected moves.

So there you have it – the extra rules that Dominion Adventures brings to the table. These new elements will test your strategic thinking, add layers of excitement, and keep you engaged from start to finish. Get ready for a wild ride!

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Hey there! Let’s talk about Duration cards in the game of Adventures. You might remember these cards from the Seaside expansion. Unlike other cards, Duration cards are a vibrant shade of orange. They possess a special ability that activates on a future turn, making them quite unique.

But here’s the interesting part: you don’t just discard Duration cards during the Clean-up phase like you would with other cards. No, no! These cards stick around until the very last turn that they have something left to do. They hang out in play, eagerly waiting for their moment to shine.

Oh, and here’s a fun twist. Let’s say you play a Duration card multiple times using another card like Disciple or Throne Room. Well, in that case, the Duration card stays in play until it’s finally discarded. This way, you can keep track of how many times that nifty Duration card was played.

Now, how do you continue to keep track of all this card-playing madness? Here’s a tip: arrange your cards in two neat lines. One line for the older cards, and another line for the cards you played this turn. This way, you can easily see which Duration cards are still in play on the current turn.

Let’s Talk About Reserve Cards

Hey there! Did you know that adventures come with special cards called Reserve cards? These cards have a tan color and a unique ability that allows them to be placed on the Tavern mat. Interesting, right? Each player gets their own Tavern mat to keep track of their Reserves.

Now, here’s the exciting part: most Reserve cards have an ability that “calls” the card. This means the card comes into play at a specific time, if you choose. When you play a Reserve card, you activate the part of its text that’s above the dividing line. This includes placing it on the Tavern mat. After that, the card stays on the Tavern mat for as many turns as you want, just chillin’ and not doing anything. But here’s the best part – when the time stated below the dividing line comes, the Reserve card is called into play, ready to do its thing!

Reserve cards are like hidden surprises, waiting to be unleashed. They add an extra dimension to the game and give you more strategic options. So, next time you play, make sure to consider the power of Reserve cards. They might just turn the tides in your favor!

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Let me give you an example. Take Ratcatcher, for instance. When you play Ratcatcher, you get an extra card and an extra action. It’s a pretty useful card to have in your hand. But here’s the cool part: you don’t have to play it right away. Instead, you can put it on the Tavern mat and save it for later.

Now, when your next turn comes around, you can bring Ratcatcher back into play and use it to get rid of a card from your hand. It’s like having your own personal rat catcher to clean up your deck!

But wait, there’s more! When you call a card, you don’t get to use its abilities again. You only get to do that when you actually play the card. So keep that in mind when you’re planning your moves.

Oh, and just a heads up – reserve cards are discarded during the Clean-up phase, just like any other card. The only difference is that reserve cards can be called back into play later on. However, there are a couple of reserve cards that can’t be called back. Distant Lands stays on the mat, and Wine Merchant has a special condition for getting it off the mat. Just something to keep in mind.

Let’s talk about Tavern mats and Reserve cards. They’re not the same thing, but they’re related. Cards on Tavern mats aren’t in play, but Reserve cards that have been called this turn are. Think of Tavern mats as holding areas for cards, while Reserve cards are in play for a limited time. When you score at the end of the game, cards on Tavern mats count as part of your deck.

Calling a Reserve card is different from playing an Action. It doesn’t use up one of your Actions for the turn. For example, you could start your turn by calling two Ratcatchers and then continue by playing a Ranger from your hand. It’s like getting a bonus without using up any of your resources.

Keep in mind that playing a Reserve card that’s not Coin of the Realm does count as playing an Action. This means it does use up an Action for the turn, just like any other Action card you play.

Event Cards

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Hey there! Let me tell you about Adventures and its cool Event cards. They’re different from Kingdom cards, but they add a whole new level of excitement to the game!

During your Buy phase, when you have the chance to buy a card, you can choose to buy an Event instead. Just pay the cost listed on the Event and then activate its effect.

Now, here’s the twist – you don’t actually get to keep the Event card. It stays on the table, not in your deck. So, you won’t end up with it in your hand later on. Buying an Event still uses up one of your Buy actions. So, in a turn, you can either buy a regular card or get an Event. Your choice!

But wait, it gets even more interesting! If you happen to have two Buy actions, thanks to cards like Ranger, you can do some serious shopping. You could buy two cards, two Events, or even mix it up and get a card and an Event. The order doesn’t matter!

Here’s a cool bonus – if you have enough Buys available, you can buy the same Event multiple times in a single turn. Some Events even give you additional +Buy actions, so you can keep buying even more cards and Events. How amazing is that?

If you buy an Event card, you can’t play more Treasure cards on that turn. It’s kind of like buying a card, but not exactly. So, it doesn’t trigger certain cards like Swamp Hag or Goons. And just so you know, the cost of Events isn’t affected by cards like Bridge Troll.

Traveller Cards

In the Adventures game, there are Traveller cards. You can tell them apart because they have an arrow over the text box. This arrow reminds you that these cards can be upgraded into another card.

When you discard a Traveller from play, you have the option to exchange it for the card it shows. Here’s how it works: you put the discarded Traveller back in its pile, take the card you’re exchanging it for, and put it in your discard pile. So, for example, if you have a Peasant and you want a Soldier instead, you can exchange your Peasant for a Soldier.

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When a card is exchanged in a game, it’s not considered a waste or a gain. This means that abilities like Travelling Fair’s aren’t activated. The exchange is an optional action, and it only takes place when the card is discarded from play. If you simply discard the card from your hand without playing it, it won’t trigger the exchange.

However, the exchange can only occur if there are available copies of the card you want to exchange for. If there are no Soldiers left in the pile, you won’t be able to exchange Peasant at that time.

If you have multiple cards that trigger an action when discarded from play, you get to choose the order in which those actions take place. For example, if there are no Soldiers left in the pile, you could first exchange Soldier for Fugitive, and then exchange Peasant for that Soldier. Page and Peasant are Kingdom cards that fall under the category of Travellers.

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Imagine a journey, a journey filled with treasures and warriors, heroes and champions. This is the journey I’m about to embark on, and I invite you to join me.

As we traverse through this fantastical realm, we will encounter various characters and cards. Each card holds a unique power, a special ability that can help us on our quest. But not all cards are easily obtainable. Some can only be acquired through exchange, passing from one role to another like a baton in a race.

Our journey begins with the humble Page and Peasant. These cards can be purchased or earned in the game, granting us their valuable skills. But as we progress, we leave these roles behind, ascending to greater heights.

Page transforms into Treasure Hunter, a cunning individual adept at finding hidden riches. And from there, we become Warriors, noble and skilled fighters who protect what they hold dear. But the journey doesn’t end here. We continue to evolve, morphing into Fugitives with a desire for freedom, then becoming Disciples on a path of enlightenment. Finally, we reach the pinnacle of our transformation: the revered Teachers, sharing our knowledge and shaping the minds of others.

But beware, not all cards can be exchanged. Champions and Teachers, the ultimate embodiments of their roles, are irreplaceable. Their power lies solely in their own essence and cannot be traded away.

And as we explore this realm, we must remember that the game has its rules. When a non-Supply pile runs empty, it doesn’t trigger the end of the game. Nor does it affect the City, a majestic construct found in the land of Prosperity.

So, are you ready to begin this extraordinary journey? Together, we’ll unfold the mysteries of this captivating world and discover the true meaning of power and transformation.

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