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Dominion: Intrigue

Dominion: Intrigue
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Dominion: Intrigue

 
SKU:  

RGG390 FBA

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WARNING:
CHOKING HAZARD -- Small parts. Not for children under 3 yrs.
 

You are a monarch, like your parents before you, a ruler of a small pleasant kingdom of rivers and evergreens. Unlike your parents, however, you have hopes and dreams! You want a bigger and more pleasant kingdom, with more rivers and a wider variety of trees. You want a Dominion! You will bring civilization to these people, uniting 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 in Dominion or with the basic game of Dominion.

 
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Product Details
Product Length:11.8 inches
Product Width:11.8 inches
Product Height:2.9 inches
Product Weight:3.2 pounds
Package Length:11.7 inches
Package Width:11.6 inches
Package Height:2.9 inches
Package Weight:3.2 pounds
Average Customer Rating: based on 123 reviews

Features
  • # of Players: 2 ??? 6

  • Mfg Suggested Ages 10 and up

  • Playing Time 30 minutes

  • Designed By Donald X. Vaccarino


Customer Reviews
Average Customer Review:5.0 ( 123 customer reviews )
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Most Helpful Customer Reviews

258 of 262 found the following review helpful:


4Not the second coming--but still a bunch of fun  Jul 20, 2009 By M. Nixon
Dominion Intrigue is both a stand-alone game and an expansion for the original "Dominion" game published in 2008. Fans of the dominion core game will be right at home with this new set as the cards follow the established format. The only "new" rules are clarifications of common sense practices players would naturally intuit. The game is also a stand-alone set with all the required treasure and victory cards.

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.

Personal impressions:
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.

41 of 43 found the following review helpful:


5New cards, same great game!  Aug 28, 2009 By Chris P. Zogheib "Rylune"
This is a standalone expansion to Dominion. Meaning you can buy it buy itself and play the game without needing anything else. That said, I'd suggest buying the base set first and later working up to this. With both sets, you can play the game as 2-6 player. Normally one set is only enough for 4 player. The box actually says the game can be played with 8 people but in reality the "rules" for 7 or 8 player games are to divide up into 2 different games. I'd hardly call that an 8 player game. So when I tell people about Dominion I tell them it is 2-4 player normally, 2-6 if you have both sets.

This expansion plays just like the original only with 25 new kingdom cards. Some of these cards are far different than anything in the base set. Some have more utility (AKA more choices) so I'd consider Intrigue to be slightly more "complicated" which is why I'd suggest buying the base set first.

There are a few new types of cards. One are Victory/Actions or Victory/Treasure cards. These are victory point cards that are not just dead cards in your hand during the game. The problem is these hybrid cards are expensive (Nobles and Harems for example cost 6 coin each and are only worth 2 victory points).

Another type of card that is new are the "or" cards. These are cards that have multiple abilities but you must choose which ones to use. Maybe you want +3 cards from your Noble one turn and +2 actions another. You cannot get both +3 cards and +2 actions off of one Noble card though.

Intrigue has a lot more "interaction" than the base set. This means more messing with other peoples' decks and hands. It did add a new reaction card (similar to Moat from the base set) but it works differently but does a good job dealing with some of these new attack actions.

Intrigue is a great expansion for advanced (not that advanced since it is a fairly simple to learn game) Dominion players. It adds several new ideas to the game and the extra kingdom cards adds more variety to gameplay if you are using random card setups (picking 10 random kingdom cards to play with). I would definitely suggest that anyone that liked Dominion consider picking this up (along with the promotional cards Black Market and Envoy and the next expansion coming out in October). Some of the new cards helped tone down some of the more powerful cards and combinations from the base set and added a little more complexity to the game. I am looking forward to future expansions for Dominion and so is anyone else that I have shown the game to.

39 of 41 found the following review helpful:


5Same tune, new words  Dec 17, 2009 By W. Obenshain "Shaman"
Before I get into reviewing this game - my personal experience says if you only have money for either Dominion or Dominion: Intrigue (either is playable on it's own), you're better off with the base Dominion game. The replay value is just as good and it has a lot of basic cards that the Intrigue expansion fails to make up for.
If you've played Dominion then you already know what to expect from this game. The biggest surprise here are the 3 sets of combo cards (2 victory/actions and 1 victory/treasure). Other notable features include cards with the ability to chose between several options and host of new cards designed to interfere with other players.
While it is important to note this box has all the cards necessary to play the game on it's own and over 3 million possible unique game scenarios (with 25 'special' cards, choosing 10 cards at a time) this game is much improved when combined with the base Dominion game, resulting in well over 12 billion unique scenarios (that's 51 special cards, still choosing 10 at a time). The replay value of Dominion and Dominion: Intrigue is truly unique.

9 of 9 found the following review helpful:


5Highlights of Dominion: Intrigue  Jan 11, 2012 By MN2LA
Other reviewers have done a great job praising Intrigue, and rightfully so. It is a great expansion to one of the best games out there. Like others have said, you can play Intrigue with or without the original Dominion game, but consumers would be wise to start with the first. Having both sets also allows up to 6 people to play at a time (compared to a max of 4 with only one set). While the manufacturer still recommends 2-4 players, I've found 6 player games to be enjoyable.

In addition to doubling the original game's supply of treasure, curse, and victory cards, Intrigue brings 25 new kingdom cards to the fold. Here are some highlights:

Great Hall, Nobles, and Harem --
These ACTION - VICTORY CARDS are playable during the game AND they are worth VICTORY POINTS at the end. Rather than just taking up space in your deck like standard victory cards (Estate, Duchy, and Province), these multi-purpose kingdom cards actually contribute to the action phase of your turn. I love playing with at least one, if not more of these cards in the supplies.

Saboteur and Swindler --
These ACTION - ATTACK CARDS each force other players to trash a card. Swindler forces players to simply trash the top card of their deck, so it's entirely random what they'll end up losing. With Saboteur, the trashed card needs to be worth at least 3 coins, so no matter what card ends up being trashed, it will hurt the players affected.

Pawn, Steward, and Minion --
These ACTION (and in the case of Minion, ATTACK) CARDS each provide options for the player using them during their turn. For example, Pawn - at a cost of only 2 coins - allows the player to choose two of the following: +1 Card, +1 Action, +1 Buy, +1 Coin. So it's a very versatile card at a very reasonable cost. Nobles, mentioned earlier as an ACTION - VICTORY CARD, also allows the player a choice of extra cards or extra actions.

Baron, Conspirator, Ironworks, Mining Village, Shanty Town, Tribute, and Mining Village --
These ACTION CARDS all have variable effects according to variable determinants. In other words, IF a certain condition is met, THEN the card does X, Y, or Z. For example, Baron gives you the opportunity to discard an Estate Card and gain 4 coins for doing so. Or, if you have no Estate Cards in your hand, you gain an Estate. But who would want a measly Estate? Well...

Upgrade --
This ACTION CARD allows you to trash a card from your hand and gain one costing exactly 1 coin more. Maybe you have an Estate Card taking up room in your deck. You can trash it and gain a Great Hall (remember the new ACTION - VICTORY CARDS?) which gives you one Victory Point just like the Estate Card, but ALSO gives you an action of +1 Card and +1 Action.

Duke --
This VICTORY CARD is worth 1 Victory Point for every Duchy you have in your hand. At the same cost as a Duchy, it becomes valuable when you have 4 or more Duchies in your deck.

Which leaves 9 other new kingdom cards, each a worthy addition to Dominion. You'll develop your favorites and stick to those, but it's always nice to be able to mix it up a little. I've been playing Dominion for 2 years and there are still cards between the 3 sets I have that I haven't played with. Interestingly, just the other night I played with a new card I didn't think looked interesting and it has become a new favorite. That's the genius of Dominion!

And for those that haven't read my review of the original Dominion game, let me just remind you that I'm NOT your typical 'gamer'. Dominion (and other Euro Games) have proven you need not be a 'geek' to enjoy geeky games.

Of course, leaving this detailed of a review doesn't support my claim that I'm not a geek, does it? ;)

4 of 4 found the following review helpful:


5Awesome game! Not as good as original, but still 5-star worthy!  Dec 06, 2012 By J. Nye
The whole Dominion franchise is simply amazing. I love this game. I bought intrigue because I wanted to be able to play Dominion with more players. Intrigue is a standalone expansion, which just means that it comes with the money cards, victory point cards, and everything else you need to play Dominion straight out of the box. It has instructions on how to combine those cards with the cards that come in the original Dominion to play with up to 8 players at a single time.

It goes without saying that increasing the number of players to 8 can dramatically increase the play time. You don't actually double all of the stacks of cards and you only have to clear 1 additional pile of kingdom cards for the game to end. So, mathematically the game shouldn't take twice as long. However, whenever I have that many friends playing at the same time it also increases the amount of conversation going on as well, so the game can last quite a bit longer than the 4 player version.

Intrigue, like most Dominion expansions, has a very unique feel to the card design. There seem to be a lot of cards that provide options to players. Either discard two cards or draw a curse card. Draw a card; if you draw a treasure card, then +2 coins; if you draw a action card, then +1 action; etc.

I didn't find this style to be as fun as the original Dominion, but we still love playing with them. I would highly recommend this game to anyone who plays Dominion and has more than 4 people that want to play. However, if you are trying to decide between buying this and buying the original Dominion game: BUY THE ORIGINAL.

See all 123 customer reviews on Amazon.com
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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