Way
Ways are a landscape introduced in Menagerie, and provide alternate ways to play Action cards. When you play an Action card, instead of doing what is printed on the Action card, you may do what is printed on a Way being used in that game.
Ways are not Kingdom cards, and cannot be bought. Including one or more Ways in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Ways are not considered "cards" at all; any text referring to a "card" (such as instructions to "name a card") does not apply to Ways. However, for reference, Ways' effects are printed on cards in a landscape orientation with light blue frames.
There are 20 Ways, any number of which may be used in a game of Dominion, though Donald X. recommends not using more than one Way, and not more than two total Ways, Events, Landmarks, Projects and Traits. When choosing a random Kingdom, the Ways may be shuffled into the Randomizer deck; any landscapes that are dealt once 10 Kingdom cards have also been dealt will be included in the game.
Official Rules
Preparation
- Events and Ways can be shuffled into the randomizer deck (despite having a different back).
- They are not part of the 10 Kingdom cards used in a game; when an Event or Way is turned over, put it on the table but keep turning over cards until you get 10 Kingdom cards. For normal play we recommend using at most 2 such cards; with other expansions that includes Events, Ways, Landmarks, and Projects.
- Skip any further landscape cards turned over.
- We also recommend using at most one Way per game.
- Also skip Events and Ways when using a randomizer card to determine whether or not to use Platinum/Colony (from Prosperity), or Shelters (from Dark Ages) in a game, or to determine the bane for Young Witch (from Cornucopia).
- Another approach some people may prefer is to shuffle Events and Ways (and Landmarks and Projects) separately into their own deck, and always play with one or two of them.
Ways
- Each Way gives Action cards an additional option: you can play the Action for what it normally does, or play it to do what the Way says to do.
- Playing an Action card for a Way ability means not doing anything the Action card said to do when played. For example, if you have Way of the Sheep in a game, which says "+ ," then you could play a Horse and choose to get + ; if you did so, you would not get +2 Cards and +1 Action, and would not return the Horse to its pile.
- Ways are not Kingdom cards, and cannot be bought; they sit on the table modifying the game rules.
- Text below a dividing line is unaffected, it will still happen whenever it says it does. For example, if you play a Highway† (from Hinterlands) and use Way of the Sheep, you get + , and then while Highway† is in play, its ability makes cards cheaper.
- †The text of Highway was changed in the second edition of Hinterlands, so its cost-reduction ability is no longer below a dividing line and therefore this rule no longer applies to it. However, other cards that still have text below dividing lines, such as Peasant, still work as described in this rule.
- For tracking, it is helpful to tilt a card that was played using a Way, so that you remember that it did the Way instead of what it says.
- Some Ways refer to "this." That is the card being used to do the Way ability. For example, Way of the Turtle says "Set this aside..." If you play a Market using Way of the Turtle, you will set the Market aside.
- Enchantress from Empires also changes what an Action card does when played. If you are affected by Enchantress, you can use a Way instead of getting the +1 Card and +1 Action that Enchantress's effect would give you.
- When an Action card can be played at an unusual time, like Sheepdog, it can still be used as a Way.
- If you play an Action card multiple times, with a card like Mastermind, you can choose for each play whether you want it to use a Way or not.
- If the card you are playing is a Duration card, it only stays in play if at least one of its plays was for its own abilities. If it does stay in play, you will have to remember for your next turn how many times you actually played the Duration card for its abilities.
- The choice to use a Way or not happens after "first" abilities on cards like Moat, Caravan Guard, and Kiln.
- The Adventures tokens from Adventures still apply when playing a card using a Way.
List of Ways
- Way of the Butterfly
- Way of the Camel
- Way of the Chameleon
- Way of the Frog
- Way of the Goat
- Way of the Horse
- Way of the Mole
- Way of the Monkey
- Way of the Mouse
- Way of the Mule
- Way of the Otter
- Way of the Owl
- Way of the Ox
- Way of the Pig
- Way of the Rat
- Way of the Seal
- Way of the Sheep
- Way of the Squirrel
- Way of the Turtle
- Way of the Worm
Gallery
Trivia
In other languages
- Dutch: Spoor
- German: Weg
Preview
Secret History
Further development history
Designing Ways
Theme for each of the Ways
Camel - tie-in to Camel Train
Chameleon - changes form
Frog - jumps onto your deck
Mole - they dig
Monkey - what animal can possibly be +Buy? it's a human thing. well, monkey, that's close
Mouse - it does some little thing
Mule - they do some work, they're pack animals
Otter - for the Boons, draw was water, River/Sea
Owl - wise owls
Ox - they do work for you
Pig - tie-in to Enchantress
Seal - tie-in to Royal Seal
Sheep - an animal you make from
Squirrel - you squirrel away some cards
Turtle - they're slow
Worm - an animal tied to the land