Victory point

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The object of Dominion is to have the most victory points (VP) at the end of the game. These are chiefly obtained by having Victory cards in one's deck at the end of the game. CurseCurse.jpg cards are worth negative victory points. Several cards, Events and Landmarks from Prosperity and Empires produce victory point tokens, which are also worth victory points and don't take up space in the deck themselves, while other Landmarks provide bonus or penalty victory points at the end of the game based on various criteria. Sources of victory points excluding basic cards are called alt-VP.

Contents

[edit] Victory point sources

[edit] -4 VP

[edit] -2 VP

[edit] -1 VP

[edit] 0 VP

[edit] 1 VP

[edit] 2 VP

[edit] 3 VP

[edit] 4 VP

[edit] 5 VP

[edit] 6 VP

[edit] 10 VP

[edit] 15 VP

  • FountainFountain.jpg (if you have 10 or more Coppers in your deck)

[edit] Variable

Variable VP cards typically give VP based on the cards in your own deck, always rounded down if they count in multiples larger than 1. Many of them benefit from large decks. Bandit FortBandit Fort.jpg, Wolf DenWolf Den.jpg and WallWall.jpg are the only means of receiving negative victory points other than CurseCurse.jpgs and MiseryMisery.jpg

[edit] Victory point tokens

[edit] Trivia

[edit] Symbol

In Donald X.'s prototype, the VP symbol was a crown instead of a shield.

I picked the crown, I liked the crown. I don't know why it was changed to a shield. A crown is better. If they considered other symbols they did not tell me about it. I don't have any more information on the shield; I don't know what that's supposed to be. I don't know anything about heraldry; I have tried to get anachronisms fixed when I've spotted them. I don't even see the shield except when testing campaigns or something online; the prototype has crowns.


Deck archetypes Big MoneyComboEngineRushSlog
Strategic concepts CollisionCounterCyclingDeadDuchy dancingEndgameGreeningMegaturnMirrorOpeningOpportunity costPenultimate Province RulePayloadPinPiledrivingReshuffleSilver testStop cardSplit advantageStrictly betterSynergyTerminalityTerminal spaceThree-pile endingTurn advantageVictory pointVillage idiot
Rules Blue dog ruleCostDeckGameplayMaterialsNo Visiting ruleStop-Moving rule (previously Lose Track rule) • Supply (Kingdom) • Triggered effectsTurn
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