Additional Rules for Dominion Intrigue

By: Dennis B. B. Taylor

Discovering the Intriguing Additions to Dominion

When it comes to the popular card game Dominion, there are numerous expansions available to enhance your gaming experience. One such expansion is Dominion Intrigue. In this article, I’ll dive into the additional rules and features that Dominion Intrigue brings to the table, giving you a taste of the excitement that awaits.

So, what sets Dominion Intrigue apart from the original game? Well, one of the key changes is the introduction of new types of cards. These cards, known as “Victory” and “Action-Victory” cards, offer unique abilities that can greatly impact the outcome of a game. They provide strategic options that keep players on their toes and add an extra layer of depth to the gameplay.

But that’s not all; Dominion Intrigue also brings a new twist to the game with its “Reaction” cards. These cards allow players to respond to certain actions taken by opponents, giving them a chance to turn the tables and gain an advantage. It’s like having a hidden trick up your sleeve, ready to be unleashed at just the right moment.

Another exciting addition is the inclusion of “Intrigue” cards. These cards introduce special effects that can manipulate the game in unexpected ways. They can create chaos, disrupt your opponents’ plans, or even grant you powerful abilities. With the inclusion of Intrigue cards, every game of Dominion becomes a captivating and unpredictable adventure.

Understanding these new rules and cards is essential if you want to master Dominion Intrigue. By familiarizing yourself with the different card types and their abilities, you can strategize effectively and outwit your opponents. It’s all about seizing the opportunity and making the most of the unique elements that Dominion Intrigue offers.

And if you enjoy Dominion and its expansions, then you’ll love Dominion Intrigue. With its intriguing additions and unexpected twists, it breathes new life into the game and keeps players coming back for more. So, why not give it a try and experience the thrill of Dominion in a whole new light?

Remember, when it comes to card games, the possibilities are endless. So experiment, adapt, and ultimately, have fun!

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You can keep track of how many cards are left in your Deck, but you’re not allowed to look at your Discard pile. However, you can look through the Trash pile if you want, and you can count the number of cards in any pile in the Supply.

If a card’s ability affects multiple players and the order matters, you need to resolve that ability for each player one at a time, starting with the player whose turn it is.

If at any point in the game you need to draw or reveal more cards than you have left in your Deck, you have to draw or reveal as many as you can and then shuffle your face-up Discard pile to create a new face-down Deck.

So here’s the deal. When I want to draw some cards from my deck, I first make sure it’s all shuffled up nice and neat. Can’t have any unfair advantages, right? Once that’s settled, I take a look at how many cards I need and draw them from the top of my deck. Easy peasy.

But, and here’s the kicker, if I’ve run out of cards in my deck, things get a little different. I don’t shuffle my discard pile until I absolutely have to draw or reveal a card from my deck. Gotta keep it fair and square, after all.

So that’s the dealio. Just a little system to make sure we’re all playing on a level playing field. No funny business here!

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When you’re playing with the cards in this expansion, you’ll sometimes come across ones that give you a choice between a few different options. It could be something like picking between Minion, Nobles, Pawn, Steward, or Torturer. Here’s the thing: even if you can’t actually do what one of the options tells you to do, you can still pick it. But once you make a choice, you have to do as much of it as you can. Later on, I’ll give you some specific examples of how this rule works in action.

Now, there are also cards that let you choose to generate coins for your turn. Let’s say you’re playing with a bunch of choice cards and some of them make coins. It might be a good idea to find a way to keep track of how many extra coins you have to spend when it’s time to buy things. One trick you can use is to move the cards that made money up a little bit from the rest of the cards you’ve played. That way, you’ll remember to factor in those extra coins.

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Hey there! Did you know that some cards in this new expansion pack are pretty special? They are not just one type of card, but two! How cool is that? Cards like Great Hall, Harem, and Nobles belong to two different types at the same time. Isn’t that neat?

Now, let me tell you something interesting. These special cards count as both types when it comes to playing and scoring the game. For instance, Great Hall and Nobles can be played like regular Action cards, while Harem can be spent like a typical Treasure card.

Ah, but here’s the really exciting part! When the game is over, all three of these double-typed cards contribute to your final score. So, no matter which ones you have, they will give you a boost!

By the way, when a card refers to a specific type, it means any card that falls under that type. For example, if you have the Adventurer card, it can find Harems along with other Treasure cards. And the Mine card can be used to trade in Silver for a Harem. Pretty handy, right?

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When you play the game Intrigue, there is a new card called Secret Chamber that adds an interesting twist. You can reveal multiple Reaction cards in response to a single event. But here’s the catch – you have to reveal and resolve each Reaction card before revealing another one.

What’s even more exciting is that the second Reaction card doesn’t have to be one that you had in your hand when the first Reaction card was played. Let’s say someone plays an Attack card, and you don’t have a Reaction card in your hand. No problem! You can reveal Secret Chamber and draw a Moat. Then, after you’ve dealt with the Secret Chamber, you can still reveal the Moat in response to the Attack card.

Playing with more than 4 players?

If you have both Dominion and Dominion: Intrigue, you can play with more than 4 players. I recommend using both sets of Treasure, Victory, and Curse cards to play 2 separate games. For example, if there are 7 players, you can have one game with 3 players and another game with 4 players. Each group can choose their own 10 Kingdom cards to play with, selecting from both sets.

Here are the rules for playing with 5 or 6 players in a single game. Keep in mind that there will be longer waiting times with more players, so this is not ideal for beginners.

To set up for 5 or 6 players, combine the Treasure cards from Dominion and Dominion: Intrigue. Use 15 Provinces in the Supply for a 5-player game and 18 Provinces in the Supply for a 6-player game.

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When playing a game with five or six players, it’s important to remember that the number of Victory cards in each pile stays the same. This includes the Estates, Duchies, and Victory Kingdom cards, which should have 12 cards each. As for Curse cards, you’ll need 40 if there are five players or 50 if there are six players.

In a game with five or six players, the game will end when one of two conditions is met. First, if the Supply pile of Province cards is empty, the game will end at the end of any player’s turn. Second, if any four Supply piles are empty, the game will also end at the end of any player’s turn.

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