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'''Intrigue''' is the first expansion to [[Dominion]] designed by [[Donald X. Vaccarino]], released in 2009 by publisher [[Rio Grande Games]]. The box
contains 25 sets of Kingdom Cards. The first edition contained Basic Supply Cards to support up to 4 players, or up to 6 players when combined with those from [[Dominion (Base Set)|base Dominion]]. A [[second edition]] was released in Fall 2016, updating wording and formatting on cards, removing the [[basic cards]], and replacing [[#Removed_Cards|6 first edition cards]] with [[Update_Packs#Dominion:_Intrigue_Update_Pack|7 new ones]]. The new cards are also available in an [[Update Packs|update pack]] provided to allow existing Intrigue sets to be updated to the second edition form. |+|
'''Intrigue''' is the first expansion to [[Dominion]] designed by [[Donald X. Vaccarino]], released in 2009 by publisher [[Rio Grande Games]]. The box 25 sets of Kingdom Cards. The first edition contained Basic Supply Cards to support up to 4 players, or up to 6 players when combined with those from [[Dominion (Base Set)|base Dominion]]. A [[second edition]] was released in Fall 2016, updating wording and formatting on cards, removing the [[basic cards]], and replacing [[#Removed_Cards|6 first edition cards]] with [[Update_Packs#Dominion:_Intrigue_Update_Pack|7 new ones]]. The new cards are also available in an [[Update Packs|update pack]] provided to allow existing Intrigue sets to be updated to the second edition form.
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== Contents ==
== Contents ==
Latest revision as of 04:01, 24 February 2021
Standalone (1st) / Expansion (2nd)|
500 (1st) / 300 (2nd)|
258 (1st) / 268 (2nd) (25/26 sets)
208 (1st only)
25 (1st) / 26 (2nd)
8 (1st) / 6 (2nd)
- Choices between different effects
- Multi-type Victory cards
July 2009 (1st) / Fall 2016 (2nd)|
Matthias Catrein (1st) / Joshua Stewart (2nd)|
Intrigue is the first expansion to Dominion designed by Donald X. Vaccarino, released in 2009 by publisher Rio Grande Games. The box originally contained 25 sets of Kingdom Cards. The first edition contained Basic Supply Cards to support up to 4 players, or up to 6 players when combined with those from base Dominion. A second edition was released in Fall 2016, updating wording and formatting on cards, removing the basic cards, and replacing 6 first edition cards with 7 new ones. The new cards are also available in an update pack provided to allow existing Intrigue sets to be updated to the second edition form.
 Basic Supply cards
These are only available in the first edition; the second edition is only an expansion, so no Basic Supply Cards are included.
 Kingdom cards, second edition
Cards with an asterisk (*) were added in the second edition.
- , *,
- , , , ,
- , , , *, , *, , *
- *, , , *, *, , ,
 Removed first-edition Kingdom cards
These cards were included in the first edition, and removed from the second edition.
 Flavor text
Something's afoot. The steward smiles at you like he has a secret, or like he thinks you have a secret, or like you think he thinks you have a secret. There are secret plots brewing, you're sure of it. At the very least, there are yours. A passing servant murmurs, "The eggs are on the plate." You frantically search your codebook for the translation before realizing he means that breakfast is ready. Excellent. Everything is going according to plan.
This is the 1st expansion to the game of Dominion. It has 300 cards. There are victory
cards that do something before the end of the game, cards that interact with victory cards, and underlings that give you a choice as to what they do.
 Cards gallery
 Kingdom cards
 Removed cards
Intrigue broadened the range of possible card effects beyond what was available in the base set in two major ways: it introduced cards that offer a choice between multiple distinct effects, as well as Victory cards with multiple types and functional effects beyond scoring points. Each of these functions would join the arsenal of basic Dominion card-design elements and go on to be reused by Donald X. Vaccarino in multiple future expansions. They nevertheless have held up as the distinctive theme of Intrigue, which contains more Victory kingdom cards, and more cards that offer an explicit choice between distinct effects, than any other expansion.
Intrigue also increased the strategic and tactical depth of Dominion beyond what the base set offered by introducing more cards that benefit from advanced play: for example, rewards careful deck-tracking in a way no card in the base set does; requires paying close attention to an opponent's strategy to know what cards will disrupt it; and and require decks specifically tailored to their strengths to be useful.
The first-edition of Intrigue developed a somewhat unfounded reputation as a highly attack-heavy expansion: in actuality, Intrigue contained fewer Attack cards than the base set and fewer than the next expansion, Seaside. This reputation arose in part from the fact that the Attack cards Intrigue did have had a reputation as particularly annoying attacks to get hit by (even the relatively weak , which is unpleasant out of proportion to how effective it is), and in part because it had some non-Attack cards ( and ) that affect players in ways that occasionally make them feel like they're being attacked. The second edition has removed both and , and has a slightly modified which has been revised to avoid the most punishing use from the first edition version.
Game designer Donald X. offered some insight into some themes of the set here, with how the Kingdom cards fit into that theme:
- 10 Choices: Pawn, Masquerade, Steward, Swindler, Wishing Well, Baron, Mining Village, Minion, Torturer, Nobles
- 7 Also choices, but less unique: Courtyard, Secret Chamber (Passage), Ironworks, Scout (Patrol), Saboteur (Replace), Trading Post, Upgrade
- 4 Victory cards: Great Hall (Mill), Duke, Harem, Nobles
- 5 Cards interacting with Victory cards: Baron, Ironworks, Scout (Patrol), Duke, Tribute (Replace)
- 4 Off-theme: Shanty Town, Bridge, Conspirator, Coppersmith
 Alternate versions
First Polish version (by Bard)
Second Polish Edition (by GFP - note: this is still Intrigue First Edition)
 In other languages
- Chinese: 暗潮洶湧 (pron. àncháo xiōngyǒng, lit. surging undercurrent)
- Czech: Intriky
- Dutch: Intrige
- Finnish: Hovin juonet (lit. courtly plots)
- French: L'Intrigue
- German: Die Intrige
- Hungarian: Intrika
- Italian: Intrigo
- Japanese: 陰謀 (pron. inbō, lit. conspiracy)
- Korean: 장막 뒤의 사람들 (pron. jangmag dwiui salamdeul, lit. people behind the curtain)
- Norwegian: Intrigue
- Polish: Intryga
- Russian: Интрига (pron. intriga)
- Spanish: Intriga
 Secret history
Intrigue has existed in many forms over the years. It came into being as 12 cards in 2006, immediately became 15 cards, got expanded to 20 cards not too long afterwards, stayed at 20 for a long time, although cards paraded through it, got tried at 16 briefly, went back to 20, then made the leap to 25. Originally the set had three sub-themes; one of them (one-shots
) gradually left, and another (decision-making cards) got expanded. The other theme (victory cards that do something) stayed as is but got cards to supplement it. Flavor-wise it always had Intrigue as a tentative theme, but it got much more Intrigue-like during development.
From the start, Intrigue was groomed to be the first expansion. To me that meant making it the most true to the main set. If the first expansion was especially exotic, then when only the main set and that expansion were out, half the game would consist of this exotic stuff. If the second expansion is the first exotic one, then it's down to a third of your cards (if you have the first expansion too) (of course it's even less if not all of the second expansion is exotic). That seems more reasonable. The mechanics in the first expansion are things that to me are just a basic part of the game; later expansions may not have as many victory cards that do things or cards that say "choose one," but they'll have those things when they're wanted. The main set didn't have those things in part to keep it simple for new players and in part because you can only fit so much in 25 cards.
Any card that didn't make the set may still make a later set in a fixed-up form, depending on how many expansions actually come out and stuff. So I don't want to just tell you what all of the outtakes were. Probably I can tell you a bit about them though.
- Two cards went into the main set: and . In general you probably can't tell anything from the names of transplanted cards, which may have been changed anyway; but in this case they weren't and you can: feasting and chancellors fit right into this set.
- left the set and then became a promo. I am kind of embarrassed by it - it left this set because it didn't add enough to the game, and then it became a promo and well that's still an issue, right? It does at least have the merit there of not making people feel as much like they have to have it. But the thing is, we found out we needed the promo the same day it was needed. There was no time to test a new card, and Envoy was one of a small number of cards that had actually had some external playtesting (other than the cards in the set, which I didn't want to give up). And I do like the card; it totally could have made a later expansion, providing some card-drawing for that expansion and a new experience, if not new decks. They can't all be . It's just sad to have this early on because each card matters more now; with just the main set you only have 25 cards and this one does not carve out much new territory. Anyway I suggested it for the promo and it escaped to promo-land and so much for that. Over time it will matter less that it doesn't add so much.
- There was that broken card that replaced. W. Eric Martin is the one who reported a friend of his getting over 50 coins in a turn with this. Well if I make a fixed-up version I will tell you all about it then.
- There was that reaction card that didn't make it. It tied into the one-shot theme and just wasn't useful enough without it.
- There was the attack that replaced. I tried three different versions of it, all one-shots, and well people don't like one-shots. It was considered for the promo but just hadn't had any fans.
- There was another one-shot attack. There was a one-shot card-drawer that moved to a later set. There was another card that was sometimes a one-shot. There was an exotic one-shot that became a non-one-shot and moved to a later set.
- There was a vanilla card. These are cards that just have some mix of +'s. I think they're worth doing at the rate of like one per expansion or so. They're really uninteresting to hear about but can still fill some important function in the set. There are six in the main set ( ) and people do like most of them. But they're not too exciting in expansions. Anyway there was one and it didn't stick around and that's why. The set already had and and that was plenty of vanilla. It could still show up later, if I ever need exactly what it offers.
- There was an attack that could steal any type of card, not just treasures. I had a version that I thought was fair, but it slowed the game down way too much. That concept could still come back someday.
- There was a 2-coin "choose one" card with three weak and complex abilities. Not a crowd-pleaser.
- There was a card in the family that was worth 1 VP per 4 cards in your deck costing up to 2, other than and Confusion (a Curse-like card that just did nothing). is a better version of that concept; limiting it to cheap cards doesn't change much, since cheap cards are what you can most readily buy with . I mean it's different but not interestingly so. And counting is better than not counting them. This card predated , which was originally designed for a later set.
- There were a couple different cards that had "trash the top card of your deck" as a penalty. Talk about crowd-pleasing.
- There was another attack that trashed cards; replaced it. Prior to development of the main set, there were a bunch of cards in different expansions that were variations on "trash the top card of each other player's deck." Once it became apparent that that concept was flawed, all of those cards needed reworking, and some just died.
- There were two other cards that let you discard stuff for an effect, both of which could make it somewhere eventually in some form.
- There were two variants (at different times) that weren't interesting enough. has that slot now.
And that's that.
For more detail on the design of the cards see Secret History of the Intrigue Cards or the cards themselves.
 Recommended sets of 10
 Intrigue only