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Dominion: Intrigue is an expansion set for the original Dominion by Rio Grande Games. In Dominion, you assume the role of a monarch who desperately wants to expand his empire. Unfortunately, you are not the only monarch with expansion on his mind and soon you are vying for fiefs, freeholds and forums as you attempt to unit them under your banner. Dominion: Intrigue adds rules for playing with up to 8 players at two tables or for playing a single game with up to 6 players. This game adds 25 new Kingdom cards and a complete set of Treasure and Victory cards. The game can be played alone by players experienced with Dominion or with the basic game of Dominion.
From the Manufacturer
Dominion: Intrigue is an expansion set for the original Dominion by Rio Grande Games. In Dominion, you assume the role of a monarch who desperately wants to expand his empire. Unfortunately, you are not the only monarch with expansion on his mind and soon you are vying for fiefs, freeholds and feodums as you attempt to unit them under your banner. Dominion: Intrigue adds rules for playing with up to 8 players at two tables or for playing a single game with up to 6 players. This game adds 25 new Kingdom cards and a complete set of Treasure and Victory cards. The game can be played alone by players experienced with Dominion or with the basic game of Dominion.
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This item Dominion Intrigue
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|Sold By||Superbuys||Amazon.com||Amazon.com||Amazon.com||candcgames||BBD Sales LLC|
|Are Batteries Required||No||No||No||No||No||No|
|Item Dimensions||11.8 x 11.8 x 2.9 in||3 x 11.5 x 11.5 in||2.88 x 11.63 x 11.63 in||11.8 x 11.8 x 2.9 in||11.8 x 11.8 x 3 in||4 x 11.75 x 19 in|
|Item Weight||3.22 lbs||3 lbs||3 lbs||6.02 lbs||2.85 lbs||5.9 lbs|
Top Customer Reviews
Game play is straight forward. Players start with identical 10 card decks. They add to their deck by buying and stealing cards from the central pool and from other players. Game play is a balance of building the necessary resources to purchase victory points, defending against the strategies of other players, and balancing the need to accumulate the highest victory point total with the fact that cards you buy in "intrigue" often end up in another player's deck
What you get:
1. 250+ cards including 25 entirely new kingdom cards and a full compliment of coins, curses, victory points, and randomizer cards.
2. Card organizer.
3. Rule book.
The Intrigue box can accommodate between 2-4 players, though that number can be increased with the combination of other sets. There is no moderator and every player starts the game with the exact same cards and access to the exact same resources.
For those familiar with the Dominion core game, at first glance "Dominion Intrigue" looks fairly straightforward. This is however not the case. The intrigue set is more interactive than the core set, constantly requiring the players to make value based decisions. The feel of these cards is very group oriented. For example, the card Masquerade requires each player to select a card from their hand and pass it to the player to their left, with the active player being able to trash one card from their hand. Also, cards like Barron and Duke provide defined strategies from the very beginning of games for players who want to specialize. Other cards like great hall, Noble, and Harem act as victory point cards as well as coins or action cards. If this sounds complicated, it's not, but turns can take longer as many of the action cards require all the players to perform actions and make choices while others require the active player to follow a series of instructions. This set also requires the players to be much more aware of how many cards they have in their discard pile, deck, hand, in the kingdom card piles, and what other players are potentially holding than the original game. Play through the recommended scenarios a few times before randomizing; trust me its better that way.
For new players, this game is entirely accessible and a great deal of fun. It is however more complex than the original core set and as a result it takes longer to get the rules down and start slinging the cardboard. If you've played collectable card games like magic the gathering, you'll love this game. If you've never played a card game in your life, this is still a fantastic game worth picking up. I won't say that a new player has to start with the previous "dominion" set before playing "Dominion Intrigue." What I will say is that Intrigue is far easier to strategize and grasp after having played the original core set.
I don't think it's fair to compare Intrigue with the original set. The game experience with "Intrigue" is entirely different than that of the main set, keeping the established mechanics but using decision making and group dynamics to force a much more unified and group dependent competition. I've played tons of games with the previous set and although there are cards like militia and witch which certainly affect the other players in the group, my interest in what other players were doing was limited to what they were likely to be doing to me and who had started the end run for the provinces. Dominion Intrigue requires players to be--very--aware of what other players are doing and very aware of how their strategies are advancing at all times.
Another aspect of the game that is different is the feel of some of the cards when played. Previously, "attack cards" like witch, Militia, and burocrat were commonly played, to the detriment of all. Cards like the Thief and spy require the active player to make a decision regarding all the other players, again to their detriment. One of the most frustrating and defining qualities of Dominion Intrigue is that it forces the players to decide how they will take it on the chin, in essence to choose the method of their punishment. The feel of play is more personal than the play with the core set--because--cards like torturer and masquerade don't just hit everyone equally as the witch and militia do, they make the other players complicit in their own downfall. Add to this the fact that many cards alter or confiscate cards from decks, and the net affect is a set that often feels like you don't have much control over what happens to you, or worse, you do and there aren't always any good choices.
I like this game. It has great potential when the kingdom cards are combined with those of the previous set. As a stand alone game though it doesn't have the raw crack--like addictiveness that the previous set possesses. It's different--not worse--and the things that make it different make it less fun for my friends and I.
Dominion is my favorite card game for co-ed, and it's a toss up w/ Race for the Galaxy if I'm playing it just with other guys (girls usually don't enjoy Race for the Galaxy so spare them the boredom).
My recommended expansion order would be something like:
Dominion (comes with base cards)
Intrigue (also comes with base cards, so this set can also be bought as your first set)
Or something like that... make sure you get Prosperity pretty early because the extra options in terms of money adds a lot to the variation of the game. Amazing game... it was a little too easy to master but that might have been because it got played almost on a daily basis. My wife loved this game too until I sadly got just a little better than her, and she didn't enjoy it anymore, and eventually we sold it. Highly recommended! Box looks intimidating when it comes, but don't be fooled... this game is very easy to learn (although the instructions could be a little more clear) and it takes only about 10 minutes to teach most people how to play. Plays best with 2, or 3... works with 4 or 5 or even 6, but the more people are playing the longer between turns which is not as much fun.
A promo card that is a must is Black Market (doesn't come in any of the sets). We just used the blank white cards as the Black Market, and everyone knew that was Black Market, but we never actually bought the black market card. For the Black Market deck, ignore the instructions for how to set up the deck... setting up and putting away the Black Market deck the way they want you to do it takes too long and isn't as much fun to play. We found it best to take 5 copies of 10 different randomly selected cards... that way you can keep the other 5 clones vertical in the box so it is easy to put them away... the 10 different cards gives just the right amount of variety so you sometimes get the cards you want, and sometimes you don't. This card added as much variety to game play as an entire expansion, so that is why I took the time to mention it... we played it about every other game. So, out of the 5 or 6 methods for setting up the Black Market deck the one that seemed to be the best was 10 different cards (5 of each, 50 cards total)... it seemed to be the most fun and it was also fastest to get out and take down because of the vertical 5 copies of each card still in the box.