Tuesday, December 9, 2014

Game Review

 Dominion

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, would be delighted.
Throughout the course of the game, players will buy more cards and add them to  their original 10 card deck. As the game progresses, this deck gets larger and larger with the newly acquired cards. This bigger deck gives you expanded play options on your turn via the action cards you purchased during previous game rounds. More victory point cards (how you win the game) and currency cards (how you buy new cards) will also make their way into your deck. Players have to walk a fine line of buying actions cards, victory points and currency cards during the game. Too much of one of them means a player will be drawing less of the other ones during the game. While a hand full of victory point cards is horrible to draw during the game, you need those at the end of the game to win. Card drafting, hand management and deck building are the main themes of this game. Spend your resources wisely on your turn  and you should come out as the victor.

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