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=== Events ===
=== Events ===
{{EventImage|Advance}}{{EventImage|Annex}}{{EventImage|Banquet}}{{EventImage|Conquest}}{{EventImage|Delve}}{{EventImage|Dominate}}{{EventImage|Donate}}{{EventImage|Ritual}}{{EventImage|Salt the Earth}}{{EventImage|Tax}}{{EventImage|Triumph}}{{EventImage|Wedding}}{{EventImage|Windfall}}
{{startsort|35}}{{Image|Advance|size=320|cost=$0}}{{Image|Annex|size=320|cost=$08D}}{{Image|Banquet|size=320|cost=$3}}{{Image|Conquest|size=320|cost=$6}}{{Image|Delve|size=320|cost=$2}}{{Image|Dominate|size=320|cost=$14}}{{Image|Donate|size=320|cost=$08D}}{{Image|Ritual|size=320|cost=$4}}{{Image|Salt the Earth|link=Salt the Earth|file=Salt_the_Earth|size=320|cost=$4}}{{Image|Tax|size=320|cost=$2}}{{Image|Triumph|size=320|cost=$05D}}{{Image|Wedding|size=320|cost=$4 3D}}{{Image|Windfall|size=320|cost=$5}}{{endsort}}
 


=== Landmarks ===
=== Landmarks ===
{{EventImage|Aqueduct}}{{EventImage|Arena}}{{EventImage|Bandit Fort}}{{EventImage|Basilica}}{{EventImage|Baths}}{{EventImage|Battlefield}}{{EventImage|Colonnade}}{{EventImage|Defiled Shrine}}{{EventImage|Fountain}}{{EventImage|Keep}}{{EventImage|Labyrinth}}{{EventImage|Mountain Pass}}{{EventImage|Museum}}{{EventImage|Obelisk}}{{EventImage|Orchard}}{{EventImage|Palace}}{{EventImage|Tomb}}{{EventImage|Tower}}{{EventImage|Triumphal Arch}}{{EventImage|Wall}}{{EventImage|Wolf Den}}
{{startsort|36}}{{Image|Aqueduct|size=320|cost=$0}}{{Image|Arena|size=320|cost=$0}}{{Image|Bandit Fort|link=Bandit Fort|file=Bandit_Fort|size=320|cost=$0}}{{Image|Basilica|size=320|cost=$0}}{{Image|Baths|size=320|cost=$0}}{{Image|Battlefield|size=320|cost=$0}}{{Image|Colonnade|size=320|cost=$0}}{{Image|Defiled Shrine|link=Defiled Shrine|file=Defiled_Shrine|size=320|cost=$0}}{{Image|Fountain|size=320|cost=$0}}{{Image|Keep|size=320|cost=$0}}{{Image|Labyrinth|size=320|cost=$0}}{{Image|Mountain Pass|link=Mountain Pass|file=Mountain_Pass|size=320|cost=$0}}{{Image|Museum|size=320|cost=$0}}{{Image|Obelisk|size=320|cost=$0}}{{Image|Orchard|size=320|cost=$0}}{{Image|Palace|size=320|cost=$0}}{{Image|Tomb|size=320|cost=$0}}{{Image|Tower|size=320|cost=$0}}{{Image|Triumphal Arch|link=Triumphal Arch|file=Triumphal_Arch|size=320|cost=$0}}{{Image|Wall|size=320|cost=$0}}{{Image|Wolf Den|link=Wolf Den|file=Wolf_Den|size=320|cost=$0}}{{endsort}}
 


== Impact ==
== Impact ==

Revision as of 09:27, 13 September 2024

Empires
Info
Type Expansion
Icon
Cards 300
242 (24 sets)
24
Other Card(s)
Additional Material(s)  
  • 40 Debt tokens
  • 24 1 VP tokens
  • 12 2 VP tokens
  • 20 5 VP tokens
Theme(s)
Release June 8, 2016
Cover artist Martin Hoffmann and Claus Stephan
Official Rulebook PDF

Empires is the tenth expansion to Dominion. The box contains 24 sets of Kingdom cards. It introduces the Debt mechanic, Split piles, Gathering cards, and Landmarks. It also reintroduces VP tokens and Events.

Contents

Kingdom cards

There are 12 Castles (2 copies each of Humble Castle, Small Castle, Opulent Castle, and King's Castle; 1 copy each of the rest), 5 copies of each half of each split pile (pairs of cards separated by a slash), and 10 copies each of the rest.

Split pile cards (5 of each):

Events

Landmarks

21 cards, 1 of each:    

Additional materials

Tokens

The English releases use metal tokens; some foreign releases provide cardboard tokens instead.

  • 40 D tokens
  • 56 VP tokens:
    • 24 1 VP tokens
    • 12 2 VP tokens
    • 20 5 VP tokens

Additional rules

Durations

Empires has Duration cards, which previously appeared in Dominion: Seaside and Dominion: Adventures.

  • Duration cards are orange, and have abilities that affect future turns.
  • Duration cards are not discarded in Clean-up if they have something left to do [on a future turn]; they stay in play until the Clean-up of the last turn that they do something.
  • Additionally, if a Duration card is played extra times by a card such as [Throne Room, Scepter, Mastermind, Specialist or Flagship], that card also stays in play until the Duration card is discarded, to track the fact that the Duration card was played extra times.
  • Keep track of whether or not a Duration card was played on the current turn, such as by putting your cards into two lines (older cards and this turn's cards).

Events

Empires has Events, which previously appeared in Dominion: Adventures.

In a player’s Buy phase, when a player can buy a card, they can buy an Event instead. Buying an Event means paying the cost indicated on the Event and then doing the effect of the Event.

  • Events are not Kingdom cards; they sit on the table and provide an effect you can buy. There is no way for you to gain one or end up with one in your deck.
  • Buying an Event uses up a Buy; normally you can either buy a card, or buy an Event. If you have two Buys, such as after playing [Ranger, Villa, Sanctuary, Sack of Loot, or Fishmonger], you can buy two cards, or buy two Events, or buy a card and an Event (in either order).
  • The same Event can be bought multiple times in a turn if you have the Buys and $ available to do it.
  • You cannot play further Treasures that turn after buying an Event.
  • Buying an Event is not buying a card and so does not trigger cards like [Haggler, Swamp Hag, or Charm].
  • Costs of Events are not affected by cards like [Bridge or Flourishing Trade].

Flavor text

The world is big and your kingdom gigantic. It's no longer a kingdom really; it's an empire. Which makes you the emperor. This entitles you to a better chair, plus you can name a salad after yourself. It's not easy being emperor. The day starts early, when you light the sacred flame; then it's hours of committee meetings, trying to establish exactly why the sacred flame keeps going out. Sometimes your armies take over a continent and you just have no idea where to put it. And there's the risk of assassination; you have a food taster, who tastes anything before you eat it, and a dagger tester, who gets stabbed by anything before it stabs you. You've taken to staying at home whenever it's the Ides of anything. Still overall it's a great job. You wouldn't trade it for the world - especially given how much of the world you already have.

Cards gallery

Kingdom cards

Sort by Name


Split pile cards

Sort by Name


Castles

Sort by Name


Events

Sort by Name


Landmarks

Sort by Name


Impact

Empires was the first "normal-sized" 300-card set since Hinterlands, and yet managed to introduce the most unique cards (and card-like objects) of any set until then, due to Split piles, Events and Landmarks. This, along with its heavy theme of D and VP tokens, makes it probably the most complex set released in Dominion. As Adventures before it was intended as a Seaside sequel, Empires acts as a Prosperity sequel, and like its predecessor, offers a great deal of tools for engines and Alt-VP strategies.

Like the increasingly complex sets that came before it, Empires broke new ground in terms of card effects and properties, such as a few new costs (including a $10 and a $14), a Duration that stays out for three turns, a card that returns you to your Action phase from your Buy phase, a handsize attack that makes you discard down to 2 cards in hand, an Attack that changes how your opponents' cards work, a way to prevent yourself from being able to buy anything for the rest of the game, a way to bid, sources of negative VP other than Curses, and the first Action-Treasure in the game.

Debt

The Debt mechanic allows players to buy certain cards and Events earlier than usual, while spreading the cost across future turns. This can shake up openings, though most of the Debt cards are not particularly useful early in the game. They are, however, almost all quite powerful in the mid- to late-game, and players ignore them at their peril.

Victory tokens

In Prosperity, VP tokens were introduced via three fairly simple cards, but there was still a fair amount of design space left to use with them. Empires takes the idea and runs with it, with almost half the set using VP tokens in one way or another. These cards give players many more options to victory other than simply working towards Provinces, adding much more variety to the game than the simple addition of more Kingdom cards.

Split piles

While the idea of more than one different card in a pile is not new, having been used in Dark Ages, the Knights and Ruins piles were each essentially variations on a single theme. Split piles, with two completely different cards in a pile, adds a new dynamic to the game. Having only 5 copies of a potentially key card adds competition, particularly in games with more than 2 players, and having to get through half the pile before being able to access the typically more powerful bottom cards also livens things up.

Landmarks

Where Adventures added Events, buyable effects not tied to cards in your deck, Empires adds Landmarks, allowing new scoring rules to be added to the game. While some can be innocuous, simply adding a few VP here and there, others, in particular the penalizing Landmarks, can drastically affect gameplay, and how players choose to go about their strategies.

Engines

Empires adds quite a lot of cards and Events that are friendly to engines:

  • Engineer - gains engine components and can later remove itself
  • City Quarter - a powerful drawing village
  • Overlord - can emulate most engine pieces, and can be acquired early
  • Royal Blacksmith - the most powerful static terminal draw in the game
  • Encampment - an incredibly cheap Lost City
  • Patrician - does well in high-cost engines
  • Emporium - rewards engine building
  • Bustling Village - gives the highest consistent number of Actions of any village
  • Chariot Race - does well in high-cost engines
  • Fortune - arguably the most powerful card in the game, able to double the $ output of an engine
  • Sacrifice - a powerful soft terminal trasher
  • Temple - a good trasher that also gains VP
  • Villa - allows for all sorts of engine shenanigans
  • Archive - allows an engine to function with little to no trashing
  • Capital - allows the early purchasing of expensive engine pieces
  • Charm - allows the gaining of multiple like-costed engine pieces, particularly ones costing D
  • Crown - flexible, and allows for multiplying on more boards
  • Groundskeeper - functions best within an engine
  • Wild Hunt - decent draw that also gains VP
  • Triumph - rewards engines that gain many things per turn
  • Donate - arguably the most powerful Event in the game, can get an engine going extremely quickly
  • Advance - allows the early gaining of expensive engine pieces
  • Salt the Earth - allows a player that is ahead to end the game quickly
  • Windfall - rewards an engine that can draw your entire deck
  • Dominate - only realistically achievable with an engine
  • Colonnade - rewards engines that rely on multiple copies of an Action
  • Labyrinth - rewards engines that gain more than one card per turn
  • Orchard - rewards engines with multiple copies of different Actions
  • Tomb - rewards trashing, which is usually essential for an engine
  • Tower - rewards engines that three-pile
  • Triumphal Arch - rewards engines with multiple copies of different Actions

Big Money

Empires has a few Big Money enablers:

  • Plunder - can help a Big Money player get an extra edge in VP
  • Crown - having $5 in your hand instead of $6 means you have to forgo Gold, but Crown is never a bad buy for Big Money.
  • Legionary - a brutal Attack that rewards you for having Gold
  • Delve - makes Silver easier to get
  • Wedding - makes Gold easier to get
  • Conquest - rewards you for getting Silver
  • Aqueduct - rewards gaining lots of Silver and Gold, then greening early
  • Fountain - rewards having extra Copper
  • Palace - rewards having extra Silver and Gold

However, Empires also has a couple Landmarks that actively penalize Big Money strategies:

  • Bandit Fort - penalizes having Silver and Gold
  • Wall - penalizes bloated decks that don't trash

Theme

Empires is in some respects conceived as a sequel to Prosperity and shares many of the same structural themes: like Prosperity, it includes Victory tokens, a large number of Kingdom Treasure cards, several relatively expensive cards, and relatively few Attack cards.

There are also 13 Events:

There are also 21 Landmarks:

Trivia

Official box art.

Donald X. stated a couple weeks before release that Empires has a Roman flavor in terms of theme. It was the first set to be released in the second edition layout style.

In other languages

  • Dutch: Keizerrijken
  • Finnish: Keisarikunta (lit. Empire - singular)
  • German: Empires
  • Japanese: 帝国 (pron. teikoku)
  • Polish: Imperium (lit. Empire - singular)
  • Russian: Империи (pron. impyerii)

There are currently no plans to release Empires in French, despite there being French translations for every previous set.

Roman theme

This expansion has a Roman Empire theme despite the Roman Empire as we think of it not being medieval. It had come up for Adventures, I made a list of themes, and Roman Empire had a lot of good names. I mean that was it; a theme with a lot of good card names. And it seemed like an okay fit otherwise, for the mechanics. So, the set isn't just named Dominion: Rome or whatever, it tries to get in later periods that overlap with medieval times, and also have medieval things, but the Roman stuff I just let be Roman.


I think the ancient Rome stuff sits next to the medieval stuff and doesn't look so out of place. The Roman empire lasted a long time past its heyday, and they weren't so far behind in technology from the dark ages. Modern stuff would clash in a way that Rome didn't.


I think the Renaissance is the cut off for me for this medieval game; if I had to do e.g. Wild West it would be a spin-off. I don't think it's so bad the other direction, and there's Empires to prove it.


Pre-teaser

A couple days before the teaser (which itself would come a couple days before actual previews), Donald X. dropped some news on changes in layout of cards.

Well this is unprecedented, but I'm not made of stone. Here are some spoilers about card layout.
  • A bigger font is used on cards that don't have lots of text.
  • "They" is used instead of "he."
  • +'s in the body of text are now in bold.
  • Card texts are more carefully centered than ever before.

Teasers

Dominion: Empires has:

Secret history

One evening on a vacation, I paced around, the only one awake, thinking about what the future could possibly hold for Dominion. Was there anything great left to do? I jotted down some notes, then typed it all up when I got home.

Of the stuff I came up with, a few things went together, to make a kind of Prosperity sequel. It would have more VP tokens, those seemed like they had a lot more life in them than just those 3 Prosperity cards. Some "bonus" cards of some sort would award VP at the end of the game, like Kingdom Builder scoring methods. There would be giant expensive cards that you could pay for later. There would be cards that effectively didn't cost a Buy to buy. Special treasures could be a focus again. And there were three or so other ideas that did not actually make it. I like to tell the whole story, but who knows, I might need that stuff someday. Anyway you can only fit so much stuff in an expansion.

Initially the big thing I wanted out of VP tokens was, cards you trash for VP based on the game state. So, they would count things that conventional Victory cards can't, like how many Actions you managed to get into play at once. So I tried several of those and well in the end there's Emporium (which just checks a threshold) and Triumph (an Event). The original concepts didn't work out, but there are a zillion ways to make VP in this set so it was not much of a loss. A key thing was to try to avoid "golden decks" - where you just make points every turn without pushing the game towards ending. So most of the VP token stuff is tied to gaining cards, or trashing cards, or will run out some other way.

I didn't try the "bonus" cards for a while. When I finally got to them, they initially didn't matter enough, but it was easy to make them matter more and that all worked out. I made more and more of them and in the end there are 21. It could have been 20 Landmarks, 12 Events, 2 blanks, but I had the extra cards so in they went.

I had Debt from the start (and it had been in the ideas file for years). The first version though was a word on cards, "Debt," that meant you didn't need the $ to buy the card, but went into Debt. The Debt tokens worked the same way as they do now. One day I thought of using a symbol, and the cards changed to things like "When you gain this during your turn, take [red coin with a 10 on it]." They were like that for a while, before finally I put the symbol into the cost. With Debt a significant concern was that you could just buy the card turn one, and if that was good it seemed like the game could be too scripted. So the big Debt cards always tried to not be good turn one, although it took a while to really get there. Originally the cards could all be bought with $0, and in the end some have $ costs too.

And cards that gave you +1 Buy when bought, I made a couple and then it seemed like, that was plenty.

One day Jeff Boschen complained that one of the Debt cards (an earlier version of City Quarter) was dominating games, that in particular you could always get all the copies you needed, even in a 2-player game. And I thought, hmmm, I could have piles that were only 5 cards. And then from there went immediately to, wait, 5 cards, then 5 of another card. And I tried some cards like that and it seemed pretty cool. You get to tie together the cards somehow. A big issue was making sure you would get through the top 5 often enough; not necessarily every game, but you know, not as some rare thing. So three are cheap cantrips, and Gladiator eats its own pile for you.

I had no plans to have any Duration cards in this set, then somehow tried one, and then a couple more. The original one didn't make it but there are two Duration cards. The objection all these years was the amount of rulebook space Duration cards took in Seaside, but in Adventures that rulebook space was small enough to not seem so bad to repeat.

Dominion is a medieval game; ancient Rome is not medieval. I remained wishy-washy on that issue, not quite wanting to go full-on ancient Rome. In the end the set is called Empires and has a bunch of Roman things. Roman empires were around for a while in various forms, extending into medieval times, so there.

Late in the going, Scott Colcord took it upon himself to get all of the recommended sets played. The recommended sets don't always get much attention and well these ones did make it to a table or two.

Empires started out as a kind of Prosperity sequel. And ended up as one; it has super-spendy cards (though you can pay for them later), more Treasures than other non-Prosperity sets, VP tokens, even a Treasure that makes $6 and an Event that gets you 15 VP. One of Prosperity's less-obvious themes is player interaction; it ups the non-attack interaction to cope with having fewer attacks (which in turn was to make sure Colony was reachable in enough games). Empires has that too. There are again only three attacks, but the 3 Gathering cards are all interactive, plus Chariot Race and Gladiator, plus Castles in that way VP piles can be; the split piles cause more competition for cards; and then some of the Events are interactive and many Landmarks are, and those don't even take up space in the usual 10 Kingdom cards.

I used every good Event idea that I had in Adventures. Still, why not try to make more? VP tokens helped a lot, and I ended up with 13 new Events.

Originally the Landmarks were all "when scoring" except it took a while for me to add the actual words "when scoring" to them. The first "6 VP per player" cards started with 12 VP, and I tried a few at "4 VP per player."

      • Outtakes ***

This time around I'm putting the outtakes in list form instead of paragraph form. I'm skipping some stuff mentioned above, and a few things that seem like I could maybe fix them up if I have to make more cards someday.

Regular card outtakes: - The first card in the file is a Witch variant that gives you +1 VP if the Curses have run out. That sounded nifty enough that it hung around for most of testing, though later versions triggered on buying a card. If you somehow got +1 Buy and then played it and bought two things, yeeha. Eventually the trigger started to seem bad, and then the whole card fell apart. And I replaced it with Enchantress, hooray, a happy ending.

- Village, you may trash this for +1 VP per 2 Actions in play;

- and +2 Cards, you may trash this for +1 VP per 2 cards in your hand. I liked the idea of cards you cashed in for VP, but well, you would generally like to hold onto the card until the last minute, and we've already had that experience with Mining Village. They seemed like a good direction and then I fiddled with them and then they died.

- Right and a third one, a treasure worth $1, may trash it to pay any amount of $ for + VP. That one you cashed in of course, since you didn't want the big Copper. There were a couple versions; they were dominating and didn't seem worth pursuing.

- I tried several cards that cost a lot but let you go into D, that tried to look impressive and in the end were too impressive. First up, a new extra-turn card. I also had double your $ in Fortune, and I felt like, double your $, with +1 Buy, was like an extra turn but way way faster to resolve.

- One of the most significant outtakes was a treasure that gave +1 Buy and produced $1 per Buy you had. So by default it made $2 and a Buy. But with other sources of +Buys it made more $. You could just play multiple copies of it and build up. If you think about it, it's like Bridge, but gives you the $ up front to divide how you want, instead of assigning $1 per purchase. It turns out that's strong. For a long time the card seemed on the edge of acceptable; gradually I got sick of it. I put it in the Plunder slot and then killed it.

- There was a Witch that gave everyone else a Curse and +1 VP. It seemed cute; it's like giving them a Ruined Village, but they end up ahead a VP if they trash the Curse. So do you still even want to give them these Curses? Yes, you still do, but not as much as usual. I still like the idea but well it wasn't popular. Tower can give you that "Curses are just blank" feeling.

- A Knight-like attack trashed from the Supply if it missed. I decided Salt the Earth was enough of that. Yes and Gladiator.

- A couple attacks played around with playing cards you bought that turn; then I had a village that let you play a card from your hand when you gained it, and then I figured out how to do Villa.

- I tried a Reaction that gave you +VP when attacked. Man. You load up on them and then hope they attack you. Even at once per round I wasn't happy with it.

- I tried giving other players VP as a penalty. It's not pretty-looking but was around for a while.

- +1 Action, get the Silvers and another card from the top 4. Also you got +1 VP per Silver in play when you gained it (then, +1VP per 2 Silvers, then no VP). The top was crazy. I thought the bottom would survive somewhere in some form but it did not.

- Here's a Venture variant, discard N cards to play the treasures from your top N cards. I have a very vague memory of trying this.

- There was a card that made each card you bought come with a Silver. For a while I thought there would be a sub-theme of cards doing things when you bought other cards. Also I thought there would be a sub-theme of making Silver more exciting.

- Treasure, name a card, worth $1 per copy of it you have in play (cost $5). A super-Coppersmith; if you name Copper it's a Coppersmith treasure, but you can name something else instead. It looked classic and got a lot of chances.

- Treasure version of King's Court, with D. A dud.

- A cantrip super-Remodel (up to +$5) that had you take D equal to the amount you Remodel'd up. D and Remodels are a poor combination, but I tried it multiple times anyway.

- Mine 3 times, with a D cost. Then, trash a treasure to gain a treasure to hand - the same if you went Copper to Platinum, but usually weaker. It thought it had a shot, and spent some time in split piles.

- Remodel 3 times, with a D cost. Debt? That's okay, I'm not going to be buying any more cards.

- In the same vein as Farmers' Market, I tried a Warehouse. You draw N cards then discard N, N being the number of tokens on the pile. And could optionally trash it to take the VP. Farmers' Market made the concept work.

- There were a bunch of treasures I tried briefly for split pile slots. A treasure version of Vault. A treasure that gained you a copy of a treasure in play. A treasure that played the Coppers from your 3 top cards. A treasure that made cards the previous player had gained cheaper. A treasure (worth $2) you could put on your deck ala Treasury. A treasure worth $1 per other differently named treasure you had in play. A treasure that let you trash a card when gaining or trashing it. A treasure you cashed in for two $3's when you played it (that one goes back to Prosperity). A double Harem - $4 and 4 VP for $10. You know it wouldn't have been embarrassing, but when its pile died I didn't miss it.

- There was a bigger Wharf with D cost - +3 Cards this turn and next.

- Here's a Wishing Well where you just need to get the type right, not the card name. Man I don't remember trying this. And next to it a version that could get 2 cards if they both matched.

- There were cards called Barbarian, don't think there weren't. Here's one where they name a card, then trash their top card if it costs $3+ and isn't what they named. Then immediately a version where they revealed two cards; revealing one has worked on a few attacks but tends to be too random. My memory is this attack just never hits.

- I tried another permanent duration; +$2 each turn with the first Action card you play, with a D cost. It was in the running for a big debt slot, it seemed potentially balanceable but was not as fun as the competition.

- I tried a few things in the Settlers slot, maybe not all in the file, but here's a 2-card Cartographer.

- Each other player reveals 2 cards from their hand, trashes one you choose, gains a replacement to their hand with the same cost, also your choice. Attacks are hard.

- Ah yes, so many cards tried out for Engineer's slot. Here's an Expand with on-use D that tried to dodge Remodel/Debt issues by doing something different if you had any D. A +$1 Remodel that had you draw 2 cards when you gained or trashed it; I still like the idea of a Remodel that does something when gained/trashed. A +$5 Remodel that, when trashed, gave you a $5. Yowza. Another one of these, gaining you a copy of a card in play with some limits to try not to go nuts. Another one with different limits, man. Okay here are 3 that involve putting VP on the pile. One is just a Workshop that accumulates VP you can trash it to get; one counts down, it's reset to 5 VP when a copy is gained, and when played gains a card for the number of VP on the pile and then gives you a VP from the pile, that was fun to try; and a Workshop that adds or takes VP based on how much the card you gained cost. Finally, the one that held the slot for the longest out of these, a Workshop that turns into Remodel if a pile is empty. That seemed okay and like I could live with it if I couldn't do better, but I like Engineer better.

Landmarks outtakes:

- 1 VP per card costing $4 wasn't very interesting;

- ditto 1 VP per card costing $6+.

- 2 VP per Attack seemed okay for a while but didn't survive. I then tried 2 VP per card with 2+ types. It feels like Obelisk covers "this random pile is worth points."

- 10 VP if you have at least 3 Curses; not the best way to use Curses.

- 5 VP if the game ended on your turn; that looks interesting but isn't really and could cause a stalemate.

- -1 VP per Duchy -2 VP per Province; what is there to say.

- If the Provinces are empty, 2 VP per Estate; that's a classic thing that didn't work out in Victory card form or here either.

- In a similar vein, 1 VP per empty Supply pile per Province you have.

- When "1 VP per $6" didn't work out I tried "take 2 VP from here when you gain Gold."

- There's one that gave you 2 VP for shuffling; it just doesn't make a difference.

- One gave +1 VP for starting your Buy phase with 6+ cards in hand.

- I tried a few versions of "At the start of your turn, you may gain a Copper, to take 2 VP from here." It's kind of interesting, but some players just always take the Copper, and sometimes you forget to take the Copper and are unhappy. I tried it with Curse; I tried it triggering on buying Treasures.

- When any player buys a Victory card, each player may discard a Victory card for +1 VP. Random and not so meaningful.

- When you buy a Victory card, reveal hand for +1 VP per Victory card. Grand Castles everywhere.

- -1 VP per copy you have after the first of each card. Then, -1 VP per copy after the 2nd. Then non-Victory cards only. The card to do was Wolf Den but I wasn't there yet.

- Reveal a hand of no duplicates at turn start to take 2 VP. Very easy to forget.

- At start of buy phase, if more Actions in play than VP tokens, +2 VP. You want more and more Actions. Not bad, except wait, it's no good in a game with any other way to make VP tokens, and I was making a whole expansion of those.

Events outtakes:

- Pick your next hand. It turns out that's pretty good and also repetitive.

- A couple versions of, Expand your top card.

- Summon! It always was hoping to be a promo but was in the set for a bit.

- A Scheme variant. It's tricky to make it useful and not automatic.

- A Moat-in-advance. It's tricky to make it useful and not stop people from buying attacks.

- Various versions of, the player to your left gains an Estate and you get +3 VP. I couldn't give everyone an Estate and didn't want anything political.

- A few versions of a hot potato - you pay to give it to the player to your left, and it punishes whoever has it (the Event, sitting in front of them). Again politics was an issue, but also it just wasn't creating good times.

- A few Haggler variants that were too hard to get value out of.

- A few versions of, trash a card, get VP if the trash didn't have it yet (phrased to not be Fortress tricks).

- It seemed like I could do "make anything a Nobles/Harem" and it would be reasonable. Pay $6, gain a card costing up to $4, get +2 VP. I could make it be worth doing, but entertainment-wise it was a dud.

- I tried giving Duchy an ability. It had to be a buy phase ability but that was fine; I tried +1 Buy +$1 (but +2 Buys because you bought the Event). Discard a Duchy, get that stuff, cost $0. It sounded interesting and was supposed to make me consider getting a Duchy for the +Buy. It did sometimes, but didn't add enough to make the grade.

- Trying to make other giant Events like Donate and Dominate, I briefly tried "gain all Actions from a pile" and "gain the trash."


Recommended sets of 10

Empires only

Basic Intro [images]
Castles Chariot Race City Quarter Engineer Farmers' Market
Forum Legionary Patrician/Emporium Sacrifice Villa
Landscapes and Additional Cards
Wedding Tower
Advanced Intro [images]
Archive Capital Catapult/Rocks Crown Enchantress
Gladiator/Fortune Groundskeeper Royal Blacksmith Settlers/Bustling Village Temple
Landscapes and Additional Cards
Arena Triumphal Arch

Empires & Dominion

Everything in Moderation [images]
Enchantress Forum Legionary Overlord Temple
Cellar Library Remodel Village Workshop
Landscapes and Additional Cards
Windfall Orchard
Silver Bullets [images]
Catapult/Rocks Charm Farmers' Market Groundskeeper Patrician/Emporium
Bureaucrat Gardens Laboratory Market Moneylender
Landscapes and Additional Cards
Conquest Aqueduct

Empires & Intrigue

Delicious Torture [images]
Castles Crown Enchantress Sacrifice Settlers/Bustling Village
Baron Bridge Harem Ironworks Torturer
Landscapes and Additional Cards
Banquet Arena
Buddy System [images]
Archive Capital Catapult/Rocks Engineer Forum
Masquerade Mining Village Nobles Pawn Trading Post
Landscapes and Additional Cards
Salt the Earth Wolf Den

Empires & Seaside

Boxed In [images]
Castles Chariot Race Encampment/Plunder Enchantress Gladiator/Fortune
Salvager Smugglers Tactician Warehouse Wharf
Landscapes and Additional Cards
Tax Wall
King of the Sea [images]
Archive Farmers' Market Overlord Temple Wild Hunt
Corsair Haven Native Village Pirate Sea Witch
Landscapes and Additional Cards
Delve Fountain

Empires & Alchemy

Collectors [images]
City Quarter Crown Encampment/Plunder Enchantress Farmers' Market
Apothecary Apprentice Herbalist Transmute University
Landscapes and Additional Cards
Potion Colonnade Museum

Empires & Prosperity

Big Time [images]
Capital Gladiator/Fortune Patrician/Emporium Royal Blacksmith Villa
Bank Forge Grand Market Investment Tiara
Landscapes and Additional Cards
Platinum Colony Dominate Obelisk
Gilded Gates [images]
Chariot Race City Quarter Encampment/Plunder Groundskeeper Wild Hunt
Anvil Collection Mint Peddler War Chest
Landscapes and Additional Cards
Platinum Colony Basilica Palace

Empires & Cornucopia & Guilds

Zookeepers [images]
Groundskeeper Overlord Sacrifice Settlers/Bustling Village Wild Hunt
Ferryman Menagerie Jester Remake Shop
Landscapes and Additional Cards
Pile for Ferryman
Villa
Annex Colonnade
Cash Flow [images]
Castles City Quarter Engineer Gladiator/Fortune Royal Blacksmith
Baker Carnival Herald Infirmary Soothsayer
Landscapes and Additional Cards
Baths Mountain Pass

Empires & Hinterlands

Simple Plans [images]
Catapult/Rocks Enchantress Forum Patrician/Emporium Villa
Border Village Cauldron Haggler Stables Wheelwright
Landscapes and Additional Cards
Donate Labyrinth
Expansion [images]
Castles Charm Encampment/Plunder Engineer Legionary
Farmland Oasis Spice Merchant Stables Tunnel
Landscapes and Additional Cards
Battlefield Fountain

Empires & Dark Ages

Tomb of the Rat King [images]
Castles Chariot Race City Quarter Legionary Sacrifice
Death Cart Fortress Pillage Rats Storeroom
Landscapes and Additional Cards
Ruins Shelters Advance Tomb
Triumph of the Bandit King [images]
Capital Charm Engineer Groundskeeper Legionary
Bandit Camp Catacombs Hunting Grounds Market Square Procession
Landscapes and Additional Cards
Shelters Triumph Defiled Shrine
The Squire's Ritual [images]
Archive Catapult/Rocks Crown Patrician/Emporium Settlers/Bustling Village
Feodum Hermit Ironmonger Rogue Squire
Landscapes and Additional Cards
Shelters Ritual Museum

Empires & Adventures

Area Control [images]
Capital Catapult/Rocks Charm Crown Farmers' Market
Coin of the Realm Page Relic Treasure Trove Wine Merchant
Landscapes and Additional Cards
Banquet Keep
No Money No Problems [images]
Archive Encampment/Plunder Royal Blacksmith Temple Villa
Dungeon Duplicate Hireling Peasant Transmogrify
Landscapes and Additional Cards
Mission Bandit Fort

Empires & Nocturne

Luftschloss [images]
Archive Castles Catapult/Rocks Engineer Temple
Cemetery Changeling Exorcist Fool Shepherd
Landscapes and Additional Cards
Boons Tomb
Pooka Pranks [images]
Chariot Race Forum Groundskeeper Sacrifice Settlers/Bustling Village
Faithful Hound Ghost Town Pixie Pooka Skulk
Landscapes and Additional Cards
Boons Hexes Banquet

Empires & Renaissance

Exploring the City [images]
City Quarter Farmers' Market Groundskeeper Sacrifice Wild Hunt
Cargo Ship Experiment Mountain Village Priest Sculptor
Landscapes and Additional Cards
Exploration Battlefield
Navigating the Sewers [images]
Chariot Race Enchantress Gladiator/Fortune Patrician/Emporium Villa
Acting Troupe Flag Bearer Improve Old Witch Scepter
Landscapes and Additional Cards
Ritual Sewers

Empires & Menagerie

No Money Down [images]
Catapult/Rocks City Quarter Crown Engineer Villa
Animal Fair Cavalry Sleigh Stockpile Wayfarer
Landscapes and Additional Cards
Advance Way of the Pig
Detours and Shortcuts [images]
Enchantress Overlord Sacrifice Settlers/Bustling Village Wild Hunt
Camel Train Fisherman Gatekeeper Sanctuary Snowy Village
Landscapes and Additional Cards
transport Triumphal Arch

Empires & Allies

Island Empire [images]
City Quarter Enchantress Farmers' Market Settlers/Bustling Village Wild Hunt
Contract Forts Specialist Swap Sycophant
Landscapes and Additional Cards
Orchard Island Folk
Castle Wars [images]
Castles Catapult/Rocks Charm Crown Patrician/Emporium
Capital City Carpenter Clashes Hunter Importer
Landscapes and Additional Cards
Triumph Trappers' Lodge

Empires & Plunder

City Builders [images]
City Quarter Farmers' Market Groundskeeper Patrician/Emporium Wild Hunt
Abundance Crucible Frigate Taskmaster Tools
Landscapes and Additional Cards
Trait for Patrician/Emporium
Nearby
Museum
Plenty [images]
Charm Crown Enchantress Gladiator/Fortune Sacrifice
Figurine Landing Party Mining Road Rope Wealthy Village
Landscapes and Additional Cards
Trait for Figurine
Friendly
Prosper

Empires & Rising Sun

Summer Castles [images]
Capital Castles City Quarter Forum Patrician/Emporium
Aristocrat Change Rice River Shrine Snake Witch
Landscapes and Additional Cards
Museum Kind Emperor
Swept Clean [images]
Chariot Race Charm Crown Overlord Temple
Artist Kitsune Mountain Shrine Rice Broker Root Cellar
Landscapes and Additional Cards
Sea Trade Divine Wind


First Edition Kingdoms


Cards 4D Engineer 8D City QuarterOverlordRoyal Blacksmith $2 Encampment/PlunderPatrician/EmporiumSettlers/Bustling Village $3 Castles (HumbleCrumblingSmallHauntedOpulentSprawlingGrandKing's) • Catapult/RocksChariot RaceEnchantressFarmers' MarketGladiator/Fortune $4 SacrificeTempleVilla $5 ArchiveCapitalCharmCrownForumGroundskeeperLegionaryWild Hunt
Events 5D Triumph 8D AnnexDonate $0 Advance $2 DelveTax $3 Banquet $4 RitualSalt the Earth $43D Wedding $5 Windfall $6 Conquest $14 Dominate
Landmarks AqueductArenaBandit FortBasilicaBathsBattlefieldColonnadeDefiled ShrineFountainKeepLabyrinthMountain PassMuseumObeliskOrchardPalaceTombTowerTriumphal ArchWallWolf Den
Combos and Counters Capital/MandarinDonate/Market Square
Other concepts DebtGatheringSplit pilesVictory tokens
Dominion Products
Sets DominionIntrigueSeasideAlchemyProsperityCornucopia & GuildsHinterlandsDark AgesAdventures • EmpiresNocturneRenaissanceMenagerieAlliesPlunderRising SunPromo
Collections Big BoxSpecial Edition (German) • Alchemy & Cornucopia (Japanese, German, Dutch)
Accessories Base CardsUpdate PacksPlay Mat • Base Cards MatCollectors CaseDominion Chest
Retired Products CornucopiaGuilds