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Home

Dominion: Hinterlands

Dominion: Hinterlands
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Dominion: Hinterlands

 
SKU:  

RGG 454

In Stock
Availability:   Usually ships in 1 business days
 
WARNING:
CHOKING HAZARD -- Small parts. Not for children under 3 yrs.
 

This is the 6th addition to the game of Dominion. It's an expansion and cannot be played by itself: to play it you must have Dominion. It adds 26 new Kingdom cards to Dominion, including 20 Actions, 2 Treasures, 3 Victory cards, and 3 Reactions.


Please note: Dominion Hinterlands is not a stand-alone game. A copy of Dominion or a stand-alone expansion to Dominion (e.g., Dominion: Intrigue) is required to play.

 
List Price: $39.99
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Product Details
Product Length:11.8 inches
Product Width:11.8 inches
Product Height:2.9 inches
Package Length:11.7 inches
Package Width:11.7 inches
Package Height:2.9 inches
Package Weight:2.15 pounds
Average Customer Rating: based on 25 reviews

Features
  • Adds 26 new Kingdom cards to Dominion, including 20 Actions, 3 Treasures, 3 Victory cards, and 3 Reactions

  • This is an expansion to Dominion, not a standalone game

  • The central theme is cards that do something immediately when you buy them or gain them

  • 6th expansion of the original Dominion game

  • Adds depth and complexity


Customer Reviews
Average Customer Review:4.5 ( 25 customer reviews )
Write an online review and share your thoughts with other customers.

Most Helpful Customer Reviews

35 of 36 found the following review helpful:


5Hinting at greatness  Nov 28, 2011 By Ronald E. Olivier
When this set was announced, I had absolutely no intention of buying it! I was quite happy with what I felt were the original and what I considered to be the three best expansions - Intrigue, Seaside, and Cornucopia. But once I got a glimpse of all the cards and what they did, I quickly changed my mind.

Dominion: Hinterlands MIGHT just be the best addition to the game since `Intrigue'. Indeed, there are several things about the two expansions that are somewhat similar. Combination card types, several Victory cards, and lots of peeking at cards all may sound familiar to owners of `Intrigue', but believe me, this game is not simply "Intrigue II". And its all cards...no mats, coins, or tokens. While I DO enjoy those enhancements, it's always nice to get back to the basics.

What I think makes this set excellent is that it's designed to circumvent many of the tactics that have become rudimentary and mundane. For example, the reaction card Trader - when revealed - allows you to take a Silver instead of a card you've gained. Someone zaps a curse on you...voila...take a Silver instead. Have an extra buy with nothing to spend? Take a Copper, reveal the trader, and POOF...instant Silver!

Many of the cards are very thought provoking and challenging, as evidenced by the three Victory cards in the set. Farmlands is a $6 Victory card worth 2VP - not exactly a bargain. But it also has a `Remodel' type function when you buy it, which can backfire if you're not careful. The `Silk Road' gives you a variable number of VP based on the number of...wait for it...Victory cards in your deck at the end of the game. And the `Tunnel' combination card is a Victory card that lets you gain a gold when you discard it before your cleanup phase.

What else does Hinterlands have? New Treasure Cards - one equal to the value of a gold ($3), one equal to the value of a copper ($1), but both costing the same (Hint: One is an treasure `attack card'! A reaction card you reveal when someone else gains a Province! A `Remodel'- type card (`Develop') that lets you trash one card and take two in return, including one that's more valuable! A thief-like card (Noble Brigand) that robs only from the rich (Silver and Gold) and gives to the poor (a Copper).

My least favorite card is called the Jack of All Trades, in which you do four separate things (one is optional). The card is usually pretty beneficial, but it just feels too regimented and unimaginative, like following a script. Not as annoying as `Fortune Teller' was, it just seems out of place in such a heady set.

Only time will tell if Hinterlands is truly one of the elite expansions, but it definitely has all the makings of greatness in my book!

15 of 15 found the following review helpful:


5Best yet!  Jan 23, 2012 By Beverly Mumma
If you think you have to be under 30 to enjoy games, think again. I'm 80, and my husband and I have played Dominion at least 150 games. We have the original, plus Prosperity, and now Hinterlands, and this is the best of the three. The base game is a great intro to the genre--we played it maybe 80 times before looking for an expansion. And introduced the game to our children and grandchildren. Prosperity added new options, and we loved it. Then came Hinterlands!! Whooee--this is not your ho hum stuff. Just reading what each card does is interesting, but when different combinations come up in the hand, altogether new possibilities come to light. We're still developing new strategies, and every time we try a new random set-up, different cards become priorities. Dominion is a fantastic game, certainly the most variable I've ever played, and though you can play down-and-dirty, you can also play with cards that keep peace in the family. This is appropriate for kids who want to win at least some of the time, but don't want the adults to throw the game. And even with Hinterlands (that takes somewhat longer to plan the strategy of some hands) it's a good game for a quick play after the evening news. In fact it's way better than the evening news! If you're thinking of buying--quit wasting time!

3 of 3 found the following review helpful:


5Great Expansion!  Jan 09, 2012 By Joshua L Plett
At the time of me writing this Dominion: Hinterlands is the most recent expansion. Almost all of the cards have a good effect and will therefore be useful. What I mean is that in cornucopia there were a good deal of cards (horn of plenty, harvest) that are still in almost mint condition because nobody buys them when I put them on the table. The art I would say is not as good as cornucopias but it is better than say Intrigue or base.

Out of all the expansions I would rate it 3rd. With seaside being the best and prosperity after that. It gets its 3rd place ribbon because they did a really good job putting in effects that make for a more challenging game. These are cards that benefit mathematical analysis and a deep understanding of the game mechanics. Since a lot of the effects of Hinterlands cards operate around a vanilla effect when played and a special one time effect when gained it takes a good deal of thinking and card counting to make some of the strategies pay off.

bottom line is that I would recommend this expansion to people that really like Dominion and are experienced players that own most of the other sets. If you are new to dominion and want a good first expansion to build up from base I would recommend Dominion: Intrigue, Dominion: Seaside, Dominion: Prosperity.

7 of 9 found the following review helpful:


5Must-Have Dominion Expansion  Nov 29, 2011 By PikaVu
If you own dominion, and you are looking for a new set to add to your existing collection, you need to pick this expansion right here. This one is a heavy-weight, in terms of power, compared to all the other cards. Many of them have wonderful reactions to other cards while the rest do something upon purchase. It totally changes some of the strategies of old that were getting pretty stale. Once you throw any of these cards into the mix, expect them to sellout fast. I feel this expansion is perfect. It totally fills the game out more, giving more dimension and depth to the game. I found myself making really hard decisions in the early game -sweating practically, because the first few rounds usually determine the winner. However!! If you're playing a game with at least two/three card types from Hinterlands, it can still swing either way; especially in late-game. This was contrary to previous games with all the other expansions. Games of old were usually locked and felt linear. And you would know who would win by the 6th/7th round of play.

I don't know what the other reviewer is saying. Maybe he/she is not seeing the full potential of these cards... You don't ever need treasures to win a game. If anything, winning by that route is usually slowest and easily thwarted. It's all about actions. You have to use them right, chain them up, and defend by offending. Hinterlands allows you to do that and MORE. It's a perfect collection of cards that adds so much more depth and value to the existing game. If you're looking for a regular deck building game of buy-and-trade up... this is not for you. Dominion is about tactics and strategy, observing other players and the field. It's heavy on player interaction, and that is what makes this game fun. Go play an RPG if you're looking for a boring card game.

1 of 1 found the following review helpful:


5Focused on immediacy  Apr 02, 2012 By Brett Weir
This expansion to the dominion base game is focused more on the immediacy of the play vs your next turn like the seaside expansion. I enjoy this expansion, and would purchase before cornucopia or alchemy

See all 25 customer reviews on Amazon.com
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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