252 (1st) / 262 (2nd) (25/26 sets)
32 (1st) / 26 (2nd)
7 (1st) / 4 (2nd)
1 Trash mat (2nd only)
October 2008 (1st) / Fall 2016 (2nd)|
Matthias Catrein (1st) / Julien Delval (2nd)|
Dominion, sometimes called Base Dominion or Base Set, is the first Dominion game created by Donald X. Vaccarino. It was released in 2008 by publisher Rio Grande Games. The box contains 25 sets of Kingdom Cards and Basic Supply Cards to support up to 4 players. The base set was also included in the Special Edition and both the English and German Big Boxes. A second edition was released in Fall 2016, updating wording and formatting on cards, replacing the Trash card with a mat, and replacing 6 obsoleted first edition cards with 7 new ones. The new cards are also available in an update pack provided to allow existing Dominion sets to be updated to the second edition form.
 Basic Supply Cards
 Kingdom Cards, second edition
Cards with an asterisk (*) were added in the second edition.
*, *, *, ,
, , , , *, , ,
*, , , , , , , *,
 Flavor Text
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! In all directions lie fiefs, freeholds, and feodums. All are small bits of land, controlled by petty lords and verging on anarchy. You will bring civilization to these people, uniting them under your banner.
But wait! It must be something in the air; several other monarchs have had the exact same idea. You must race to get as much of the unclaimed land as possible, fending them off along the way. To do this you will hire minions, construct buildings, spruce up your castle, and fill the coffers of your treasury. Your parents wouldn’t be proud, but your grandparents, on your mother's side, would be delighted.
 Cards Gallery
 Basic Cards
 Kingdom Cards
 Removed Cards
 Impact of the Base set
As the original game, this set contains the cards that serve as most players' introduction to Dominion. The cards are, for the most part, simple, yet compelling. Some of them, like , , , , , , and , are important cornerstones to strategies and strategic discussions, and serve as archetypes for card categories. As such, other cards of those categories have their costs dictated by these cards, as they tend to be these original cards with something "extra." The main strategies (engine, big money, slog, rush and combo) all have their roots in this set, in the most basic forms of each.
The Base set now is often considered simply a gateway to the more complex or "interesting" sets which introduce new mechanics and strategies, but it is the Base set which won the Spiel des Jahres, and it is the Base set which drew most players into the game of Dominion.
The original Base set had a much lower percentage of non-terminal Actions than most of the expansions, which gave it a reputation as favoring Big Money decks over engines.
 Alternate versions
First Polish edition (by Bard)
Second Polish edition (by GFP - note: this is still Dominion First Edition)
 In other languages
- Chinese: 皇舆争霸 (pron. huáng yú zhēngbà, lit. struggle for the emperor's throne)
- Czech: Dominion
- Dutch: Dominion: In naam van de koning (lit. in the name of the king)
- Finnish: Dominion: Valtakunta (lit. the kingdom)
- French: Dominion: Votre royaume commence ici! (lit. your kingdom begins here!)
- German: Dominion: Was für eine Welt! (lit. what a world!)
- Greek: Dominion: Ο κυρίαρχος (pron. o kyriarchos, lit. the dominant)
- Hungarian: Dominion
- Italian: Dominion: Nasce un Regno (lit. birth of a king)
- Japanese: ドミニオン (pron. dominion)
- Korean: 도미니언 (pron. dominieon)
- Norwegian: Dominion
- Polish: Dominion: Rozdarte Królestwo (lit. a kingdom torn apart) (Bard edition) / Dominion (GFP edition)
- Romanian: Dominion
- Russian: Доминион (pron. dominion)
- Spanish: Dominion
- Swedish: Dominion
 Secret History
Donald X. Vaccarino gave an interview to BGN concerning the design of the base set: the Secret History of the Dominion Cards.
The big thing is to add more replayability. There are six vanilla cards and probably five would have been fine; the obvious one to replace is . Woodcutter is a fine card for the main set but the other vanilla cards are all better. That means all of the +buy cards would cost but I can live with that. After that, adds very little. doesn't add much and would have been better in Intrigue
(where it came from); the fact that it's a puzzler is way better in an expansion than in the main set. And finally there's . Spy is slow to resolve, that's the big thing. Over the years I have learned that ideally Spy-type attacks don't have +1 action, or don't involve a decision, or both. is exactly what I want. Spy has +1 action and involves a decision, so you potentially make tons of decisions per turn. I like decisions but man Spy is not where to get them. It initially got to interact with two attacks that trashed cards from the top of your deck, and that's cool, but now it only interacts with (in the main set that is), and that combo just isn't worth the slot.
The way to think of these things is, imagine the replacement cards. Let's say I just take out Woodcutter and Feast and put in and . Those are not top-of-the-line adored-by-all go-in-every-deck cards. But they still give you more to do than Woodcutter and Feast do.
It would be nice if Thief were stronger, but it already scares new players, and once everyone was new. There are some wording tweaks; and should of course say "you may." I would try coloring the coins on the treasures. The Trash card should be a mat instead.
There are people who complain about various other cards, but I am happy with those, so there.
 Second Edition
Ah, Love! could thou and I with Fate conspireTo grasp this sorry Scheme of Things entire!Would not we shatter it to bits - and thenRe-mould it nearer to the Heart's Desire!
I can't trace exactly how it happened, but over time, I gradually built up an interest in revising the main set and Intrigue. The reasons piled up.
- It would be nice to have the prettier Base Cards in the main set.
- We could have a playmat for the trash.
- I could improve the rulebooks.
- I could improve card wordings.
- Hey I could actually replace some cards with better ones.
We couldn't replace cards without providing them separately. We could do that though, we could provide them separately. A small box with just the new cards. Two mini-expansions (that would go out of print when demand for them fell off).
In June 2015 I decided to go for it. I started thinking about it and talking about it with playtesters; I didn't actually test any new cards until July. Empires was still going on but that was fine, I would test Empires cards and slip in the new main set / Intrigue cards. Later of course it got to be the focus. Initially I was going to replace five cards and add one (there's space due to taking out the randomizer-backed base cards). I eventually came around to replacing six (and adding one) instead.
My goal with the replacements was to increase the number of decks to build, the number of things to do, while keeping things simple. Simplicity is tough with so many expansions but man I am pretty pleased with the complexity level of the new main set cards. The Intrigue cards are more complex but still pretty reasonable. There was the additional goal of just fixing any other problems I could fix, whatever problems there were, but the main goal was to have more things you could do.
Normally these posts just talk about new stuff, but today I also get to talk about the old stuff. Why did I replace cards? Right, to make the sets better. The main set and Intrigue have the most duds - the most cards that experienced players rarely buy, that usually aren't worth considering. Or, in the case of some main set cards, that just didn't add much to the game, didn't give you things to do. Seaside is 3rd but much better by this metric; after Seaside there just aren't many duds to speak of in any one expansion. I have big plans to fix wordings in every pre-Empires set, but only Dominion and Intrigue are getting new cards.
If I redid the main set from scratch, more things would change. For example I might do a draw-first Cellar like because that's simpler. There are rules things: for example I might change how Reactions work. But I was just replacing six cards, adding one, and keeping the game compatible with all the expansions.
Actually, there's one rules change: the exact way it tells you to deal with shuffling is different. It now says, when you have to do something with more cards than are left, shuffle your discard pile, put it under your deck, then do the thing (or, put the remaining cards on top of the shuffled cards, same difference). This has no functional difference though (except with the promo Stash, which will get a wording to fix this when reprinted), and was already how some people did it. I changed that (from "do the thing with the remaining cards, then shuffle to get the rest") to clarify tricky situations like, what if I trash with - is the card I draw one of the ones I'm looking at, or what? "Do the thing with the remaining cards" worked a lot better when the thing was always "draw." The rulings haven't changed but now it's easier to see what happens. It's also easier to remember how many cards you have left to draw after playing your Smithy and shuffling (though I personally was already putting the 1-2 cards on the Smithy while shuffling so I'd remember).
In the end it seemed reasonable to also change three cards functionally in a very mild way. Moneylender, Mine, and Throne Room all should say "you may." It keeps you honest. You play Moneylender for some exotic reason (like making cheaper) but don't want to trash a Copper (that you do have in hand). You can get away with cheating. The card should either make you reveal that you have no Copper, or be optional so that it's legal to not trash the Copper (and being optional is simpler/shorter and so preferred). This essentially never comes up for Moneylender and Mine. It does come up with Throne Room once in a while though. It was a question, should the mini-expansions include these changes. In the end it seemed like, that's such a poor product - buying Moneylender etc. again just for "you may." I didn't want to be selling that to people extra, that didn't seem like an option. The options were not making the changes, or including the changes in the set but not the mini-expansion. I went with the latter and well I hope everyone is okay with that.
A similar thing came up for one Intrigue card, . You can potentially lock your opponent out of cards (in a 2-player game) with certain combinations - for example, , Masquerade, Militia. Every turn you play out the rest of your deck, Militia them, King's Court a Masquerade, and they pass you three cards that you trash, while you don't pass them any. It is not an especially common situation, and most players who don't read up on these things in forums probably don't know about it. Still it has a fix - having Masquerade not include players with no cards in hand - and here was my chance to do it. I went for it. Again this is not part of the mini-expansion.
The plan was to update the base cards in both sets, but Jay started thinking, why not shift Intrigue to a regular expansion? Since Base Cards is a product now, you can just buy Base Cards and whatever expansion; it doesn't have to be Intrigue. People who want 5-6 player support can buy Base Cards; people who don't want it don't have to pay extra to have it included in Intrigue.
So all together the changes are:
- Six cards dropped
- Seven cards added
- Three cards changed very mildly ("you may") / one card changed mildly
- Base cards improved with art / base cards dropped
- Other cards changed to have better phrasings (that are functionally the same).
- Rulebooks improved
- A trash playmat in the main set
The base cards are actually better than the Base Cards product ones (which will be updated to match); they have art but reinstate the big symbol (but smaller). In some cases the art had to be nudged down to fit the symbol nicely. (in Prosperity) will actually get new art; there was no nice way to put the coin on or above the pyramid.
Card text will change for all sets prior to Empires (which already has these changes, so you can go see how you like them there right now). The different kinds of changes:
- Some wordings are improved to be clearer / simpler.
- We now use "they" instead of "he."
- A bigger font is used on cards that can use it.
- +Cards etc. in the body of the text are in bold.
- Layout will be more consistent and have better text centering etc.
A very small number of other cards may have changes. I don't have a complete list (and won't until all the work is done); the idea is to only do this when the wording gets a lot better and the change almost never comes up. It's not all the stuff I would change if only; it's really confined to nice improvements that only matter in exotic corner cases.
And will change to also give you tokens, but that's already errata to handle Debt
tokens. And will have a wording that makes it clear it doesn't interact with Guilds coin tokens
 Recommended Sets of 10
 Dominion Only