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Full rulebook
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DONALD X. VACCARINO
DOMINION
HINTERLANDS
Donald X. Vaccarino
The world is big and your kingdom small. Small when compared to the world, that is; it's
moderate-sized when compared to other kingdoms. But in a big world like this one - big
when compared to smaller worlds anyway, if such things exist; it's moderate-sized when
compared to worlds of roughly the same size, and a little small when compared to worlds
just a little larger - well, to make a long story short - short when compared to longer
stories anyway - it is time to stretch your borders. You've heard of far-off places - exotic
countries, where they have pancakes but not waffles, where the people wear the wrong
number of shirts, and don't even have a word for the look two people give each other
when they each hope that the other will do something that they both want done but
which neither of them wants to do. It is to these lands that you now turn your gaze.
This is the 6th addition to the game of Dominion. It adds 26 new Kingdom cards to
Dominion, including 20 Actions, 3 Treasures, 3 Victory cards, and 3 Reactions. The central
theme is cards that do something immediately when you buy them or gain them.
Dominion: Hinterlands is an expansion, and cannot be played by itself; to play with it, you
need Dominion, or a standalone expansion to Dominion (e.g., Dominion: Intrigue). Those
provide the Basic cards you need to play (Treasure, Victory, and Curse cards), as well as the
full rules for setup and gameplay. Dominion: Hinterlands can also be combined with any
other Dominion expansions you have.
We hope you enjoy this expanding world of Dominion!
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PREPARATION
Before the first game, remove the three sets of cards from their wrappings and place them in the
card tray. One side of the included inlay suggests a way to organize the cards. The opposite side
allows players to create an organization that fits their needs.
Hinterlands includes 26 randomizer cards (one for each Kingdom card in Hinterlands). Players will
need the Treasure cards, Victory cards, Curse cards, and Trash card from either Dominion or a
standalone expansion to Dominion (e.g., Dominion: Intrigue) to play with this expansion. As with
previous Dominion games, players must choose 10 sets of Kingdom cards for each game. If players
choose the random approach for choosing sets, they should shuffle the randomizer cards from this
expansion with those of any other Dominion games they choose to play with.
CONTENTS
266 Kingdom cards
20 Action cards (10 of each)
BORDER VILLAGE
+1 Card
+2 Actions
When you gain this, gain a card
costing less than this.
ACTION
CARTOGRAPHER
+1 Card
-1 Action
Look at the top two cards of your deck.
Discard any number of them. Put the
rest back on top in any order.
ACTION
CROSSROADS
Reveal your hand.
If it has a cost of 4 or more,
then you may play an Action card.
+3 Actions.
ACTION
DEVELOP
Trash a card from your hand.
Gain a card costing exactly 1
more than the card trashed.
ACTION
DUCHESS
Each player (including your deck)
is shuffled into its owner's deck, and
discarded it or put it back.
In games using this, when you gain
a Duchy, you may play a Duchy.
ACTION
EMBASSY
-5 Cards
Discard 3 cards.
While this is in play, when you buy a
card, each other player gains a Silver.
ACTION
HAGGLER
-2
While this is in play, when you buy a
card, each other player gains a card
that is not a Victory card.
ACTION
HIGHWAY
+1 Card
+1 Action
When you play this, cards cost 1 less
to play, but not less than 0.
ACTION
INN
+2 Cards
+2 Actions
When you play this, look through
your deck for any number of cards,
shuffle them into your deck, and
shuffle the randomizer cards from this
expansion with those of any other Dominion games they choose to play with.
ACTION
JACK OF ALL TRADES
Gain a Silver.
Look at the top card of your deck:
you may put it on top.
Draw until you have 5 cards in hand.
You may trash a card from your hand
that is not a Treasure card.
ACTION
MANDARIN
Put a card from your hand on top of
your deck.
When you gain this, put all Treasures
you have into play from your deck
in any order.
ACTION
MARGRAVE
+1 Card
+1 Buy
Each other player draws a card,
then discards down to 3 cards
in hand.
ACTION ATTACK
NOBLE BRIGAND
+0
When you play or gain this, each
other player with 5 or more cards in
hand discards 2 cards.
ACTION ATTACK
NOMAD CAMP
-1 Buy
-2
When you gain this, put it on top of
your deck.
ACTION
OASIS
-1 Card
+1 Action
Discard 1 card.
ACTION
ORACLE
Look at the top 5 cards of your deck,
put them back on top in any order.
You may put 2 of them on the bottom
of your deck.
+2 Cards
When you play this, you may
play an Action card.
ACTION ATTACK
SCHEME
+1 Card
+1 Action
As the start of Clean-up this turn,
you may put this into play. If you
can't play in play, you may put
this into play. If you can't play
this turn, put it on your deck.
ACTION
SPICE MERCHANT
You may trash Treasure from your
hand. For each Treasure card trashed,
+2 Cards and +1 Action;
or +2 Cards and +1 Action;
ACTION
STABLES
You may discard a Treasure.
If you do, +5 Cards and +1 Action.
ACTION
TRADER
Trash a card from your hand.
Gain a number of Silvers equal to
its cost.
When you would gain a card, you may
reveal this from your hand.
If you do, discard, then gain a Silver.
ACTION REACTION
2
---
3 Victory cards (12 of each)
3 Treasure cards (10 of each)
26 Randomizer cards
8 blank cards
(7 standard back; 1 randomizer back)
Two new card types:
victory-reaction
name
card ability
card type
(victory-reaction,
green-blue)
cost (3 coins)
treasure-reaction
name
card ability
card type
(treasure-reaction,
yellow-blue)
cost (3 coins)
PLAYING THE GAME
Playing Dominion with the Hinterland cards is very much like
playing Dominion with the base game and any other expansion.
Of course, the cards have different powers, powers which we
think you will find interesting and add fun to your game. As
always, you can mix and match these cards with the others.
Additional terms used on the Hinterlands cards:
"In play" - Action cards and Treasure cards played face-up in a
player's play area are in play until they are moved somewhere
else-usually until they are discarded during a Clean-up
phase. Only played cards are in play; set aside cards, trashed
cards, cards in the supply, and cards in hands, decks, and
discard piles are not in play. Reaction abilities like Trader's do
not put those cards into play.
In play cards are those you
have played - not those set
aside, trashed, or
discarded. Nor are they
cards in your hand, deck,
supply or discard piles.
3
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RECOMMENDED SETS OF 10
You can play Dominion with any set of 10 Kingdom cards, but these sets are intended to highlight some interesting card
interactions and game strategies.
Hinterlands only:
Introduction: Cache, Crossroads, Develop, Haggler, Jack of All Trades, Margrave, Nomad Camp, Oasis, Spice Merchant,
Stables
Fair Trades: Border Village, Cartographer, Develop, Duchess, Farmland, Ill-Gotten Gains, Noble Brigand, Silk Road, Stables,
Trader
Bargains: Border Village, Cache, Duchess, Fool's Gold, Haggler, Highway, Nomad Camp, Scheme, Spice Merchant, Trader
Gambits: Cartographer, Crossroads, Embassy, Inn, Jack of All Trades, Mandarin, Nomad Camp, Oasis, Oracle, Tunnel
Hinterlands and Dominion:
Highway Robbery: Cellar, Library, Moneylender, Throne Room, Workshop / Highway, Inn, Margrave, Noble Brigand, Oasis
Adventures Abroad: Adventurer, Chancellor, Festival, Laboratory, Remodel / Crossroads, Farmland, Fool's Gold, Oracle, Spice
Merchant
Hinterlands and Intrigue:
Money for Nothing: Coppersmith, Great Hall, Pawn, Shanty Town, Torturer / Cache, Cartographer, Jack of All Trades, Silk
Road, Tunnel
The Duke's Ball: Conspirator, Duke, Harem, Masquerade, Upgrade / Duchess, Haggler, Inn, Noble Brigand, Scheme
Hinterlands and Seaside:
Travelers: Cutpurse, Island, Lookout, Merchant Ship, Warehouse / Cartographer, Crossroads, Farmland, Silk Road, Stables
Diplomacy: Ambassador, Bazaar, Caravan, Embargo, Smugglers / Embassy, Farmland, Ill-Gotten Gains, Noble Brigand, Trader
Hinterlands and Alchemy:
Schemes and Dreams: Apothecary, Apprentice, Herbalist, Philosopher's Stone, Transmute / Duchess, Fool's Gold, Ill-Gotten
Gains, Jack of All Trades, Scheme
Wine Country: Apprentice, Familiar, Golem, University, Vineyard / Crossroads, Farmland, Haggler, Highway, Nomad Camp
Hinterlands and Prosperity:
Instant Gratification: Bishop, Expand, Hoard, Mint, Watchtower / Farmland, Haggler, Ill-Gotten Gains, Noble Brigand,
Trader
Treasure Trove: Bank, Monument, Royal Seal, Trade Route, Venture / Cache, Develop, Fool's Gold, Ill-Gotten Gains, Mandarin
Hinterlands and Cornucopia:
Blue Harvest: Hamlet, Horn of Plenty, Horse Traders, Jester, Tournament / Fool's Gold, Mandarin, Noble Brigand, Trader,
Tunnel
Traveling Circus: Fairgrounds, Farming Village, Hunting Party, Jester, Menagerie / Border Village, Embassy, Fool's Gold,
Nomad Camp, Oasis
Thanks!
We want to thank the playtesters for all their time and
suggestions to make this expansion the best possible: Kelly
Bailey, Vinay Baliga, Bill Barksdale, Alex Bishop, Josephine
Burns, Wei-Hwa Huang, Zach Kessler, Michael M. Landers, Tom Lehmann, Destry
Miller, Anthony Rubbo, Molly Sherwin, John Vogel, Steve Wampler, Jeff Wolfe,
the Columbus Area Boardgaming Society, and the Games Club at Cornell.
© 2011 Rio Grande Games
PO Box 1033
Placitas, NM 87043
RioGames@aol.com
www.riograndegames.com
RIO
GRANDE
GAMES
12
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