# Dominion: Dark Ages ## General Info - **Year Published**: 2012 - **BGG Rating**: 8.0 - **BGG Rank**: — - **Players**: 2-4 (Best with: 3) - **Duration**: 30 min - **Weight**: 2.70 / 5 - **Designers**: Donald X. Vaccarino - **Artists**: Alayna Lemmer-Danner, Alex Drummond, Brian Brinlee, Claus Stephan, Dennis Lohausen, Donald X. Vaccarino, Doris Matthäus, Eric J. Carter, Franz Vohwinkel, Garret DeChellis, Harald Lieske, Ian Kirkpatrick, Jason Slavin, Jessica Cox, Joshua J. Stewart, Julien Delval, Kurt Miller, Lorraine Schleter, Lynell Ingram, Marcel-André Casasola Merkle, Marco Primo, Martin Hoffmann, Matthias Catrein, R. C. Torres, Raven Mimura, Ryan Laukat, Simon Jannerland - **Publishers**: Rio Grande Games, 999 Games, Albi, ASS Altenburger Spielkarten, Devir, Filosofia Éditions, Giochi Uniti, Hans im Glück, Hobby Japan, Korea Boardgames, Lautapelit.fi - **Categories**: Card Game, Expansion for Base-game, Medieval - **Mechanics**: Deck, Bag, and Pool Building, Delayed Purchase, Hand Management, Open Drafting ## Verdict If you enjoy Dominion and want more complexity and darker themes, this expansion is a must-have! Dark Ages brings interesting 'trash' and 'upgrade' mechanics that add a new flavor to your games.New 'trashing' mechanicsCreative 'upgrade' cardsExpands Kingdom varietyTension with Ruins cardsRequires base gameHigh language dependencyCan be a bit chaoticFOR GENRE FANS ## Description Hey there, board game enthusiasts! Ready for another dose of Dominion? Dark Ages, the seventh expansion in the series, arrives to stir things up (literally, perhaps!). Forget fancy castles; the vibe here is more… rustic. We're talking about living in ravines, dealing with plagues, barbarians, and, worst of all, a lack of money to fund those new cards. But relax, because in the world of Dominion, there's always a way to come out on top, or at least do a little better than your neighbor. This expansion brings 500 new cards, focusing on themes like 'trash' (yes, cards you trash that still do something!) and 'upgrade' (cards that become better or that you use to improve others). There are 35 brand-new Kingdom cards, plus the dreaded 'Ruins' cards to spice up opponents' games, and 'Shelters' that replace the starting Estate cards, adding a different touch from the get-go. If you like the idea of cards that do things when trashed or give you advantages for having a lot of junk in your deck, this expansion is for you. Get ready to manage your hand, build your deck strategically, and maybe even do well in this dark and chaotic era. Remember, Dominion: Dark Ages is not a standalone game, so grab the base game and dive into this new adventure! ## How to Play Objective of the Game Times have been hard, and you've moved into a luxurious ravine. You're quietly conquering people, but constantly facing adversity like plague or barbarians. Your goal is to triumph over this adversity, or at least do slightly better than everyone else. The game ends when certain piles in the Supply are empty, and the player with the most Victory Points wins. Preparation (Setup) Dominion: Dark Ages is an expansion and requires a base game (Dominion, a standalone expansion like Dominion: Intrigue, or Dominion: Base Cards) to play. It adds 35 new Kingdom cards, plus new Ruins cards, Shelters to replace starting Estates, and cards only obtainable via specific other cards. Before the first game, remove the three sets of cards from their wrappings and place them in the card tray. Players will need the Treasure cards, Victory cards, Curse cards, and Trash card from a base Dominion game. Choose 10 sets of Kingdom cards for each game. Dark Ages includes 35 randomizer cards for its Kingdom cards. If using a random approach, shuffle the randomizer cards from Dark Ages with those of any other Dominion games being used. Shelters: If only Kingdom cards from Dark Ages are being used, the Shelter cards replace starting Estates. Each player's starting deck will be seven Coppers, a Hovel, a Necropolis, and an Overgrown Estate. If a mix of Kingdom cards from Dark Ages and other sets is used, determine the use of Shelters randomly (e.g., if a randomly chosen Kingdom card from the game is from Dark Ages, use Shelters). The Estate Supply pile still contains 8 Estates for 2 players and 12 Estates for 3 or more players. Ruins Pile: If any Kingdom card has the type Looter (e.g., Cultist, Death Cart, and Marauder), add the Ruins pile to the game. Shuffle the Ruins cards, then count 10 per player after the first (10 for two players, 20 for three players, 30 for four players, etc.). Put the pile face down with the top card face up. Return any remaining Ruins cards to the box. Knights Pile: If the Knights Kingdom card pile is being used, shuffle the Knights before the game and place the pile face down with the top card face up. The top card is the only one that can be bought or gained. Players cannot look through the pile, only at the top card. Keep the following cards handy as they are never part of the Supply: Spoils, Madman, Mercenary, and the three Shelters (Hovel, Necropolis, and Overgrown Estate). Flow of the Game Consulte o manual para detalhes sobre esta seção. Ações e Como Jogar Dominion: Dark Ages introduces new card types and abilities, focusing on trashing and upgrading cards. Here's a breakdown of some key cards and mechanics: Card Types and Mechanics Action Cards: Played during the Action phase. Many Dark Ages Action cards have unique effects. Treasure Cards: Played during the Buy phase to generate . Some Treasures in Dark Ages have special abilities. Victory Cards: Provide Victory Points at the end of the game. Ruins Cards: These are Action-Ruins cards, typically with a cost of 0. They are part of the Supply when a Looter card is in play. They can be played in the Action phase. The Ruins pile contains a mix of five different Ruins cards (Ruined Library, Abandoned Mine, Ruined Village, Ruined Market, Survivors). Only the top card of the Ruins pile can be bought or gained. Shelter Cards: These replace starting Estates in some games. They are never in the Supply and cannot be bought or returned to the Supply. There are three types: Hovel (Reaction-Shelter), Necropolis (Action-Shelter), and Overgrown Estate (Victory-Shelter). Knights Cards: A pile of ten different Action-Attack-Knight cards. Only the top card can be bought or gained. They all share a basic ability: "Each other player reveals the top 2 cards of his deck, trashes one of them costing from 3 to 6, and discards the rest. If a Knight is trashed by this, trash this card." "When you trash this" Abilities: Many cards in Dark Ages have abilities that trigger when they are trashed. These abilities function no matter whose turn the card is trashed on, and for the player who owned the card. They happen directly after the card is put into the trash. Playing Cards: Playing an Action card means putting it face-up into the play area and following its instructions. Action cards and Treasure cards in the play area are "in play" until moved, usually during the Clean-up phase. Deck Management: If you need to draw, reveal, set aside, look at, or trash cards from your Deck and it's empty, you shuffle your Discard pile to form a new Deck. Simultaneous Effects: When two things happen to a player at the same time, that player picks the order. When two things happen to different players at the same time, players go in turn order, starting with the current player. Specific Card Details Abandoned Mine (Action-Ruins 0): When played, you get 1 Action. Altar (Action 6): Trash a card from your hand (if able), then gain a card costing up to 5 from the Supply, putting it into your discard pile. Armory (Action 4): Gain a card costing up to 4 from the Supply, putting it on top of your deck. Band of Misfits (Action 5): Play this as if it were an Action card in the Supply costing less than it that you choose. This card becomes that chosen card until it leaves play. It can only copy a card visible in the Supply. Bandit Camp (Action 5): 1 Card, 2 Actions. Gain a Spoils from the Spoils pile (not Supply), putting it into your discard pile. Beggar (Action-Reaction 2): Gain 3 Coppers, putting them into your hand. When another player plays an Attack card, you may discard this from your hand. If you do, gain two Silvers, putting one on top of your deck and the other into your discard pile. Catacombs (Action 5): Look at the top 3 cards of your deck. Choose one: Put them into your hand; or discard them and 3 Cards. When you trash this, gain a cheaper card from the Supply, putting it into your discard pile. Count (Action 5): Choose one: Discard 2 cards; or put a card from your hand on top of your deck; or gain a Copper. Then choose one: 3; or trash your hand; or gain a Duchy. Gained cards go to your discard pile. Counterfeit (Treasure 5): 1, 1 Buy. When you play this, you may play a Treasure from your hand twice. If you do, trash that Treasure. You still get any coins from the trashed Treasure. Cultist (Action-Attack-Looter 5): 2 Cards. Each other player gains a Ruins (from the Ruins pile to their discard pile, in turn order). You may play a Cultist from your hand. When you trash this, 3 Cards. Death Cart (Action-Looter 4): 5. You may trash an Action card from your hand. If you don’t, trash this. When you gain this, gain 2 Ruins (from the Ruins pile to your discard pile). Feodum (Victory 4): Worth 1 Victory Point for every 3 Silvers in your deck (round down) at the end of the game. When you trash this, gain 3 Silvers (from the Supply to your discard pile). Forager (Action 3): 1 Action, 1 Buy. Trash a card from your hand (if able). Get 1 per differently named Treasure in the trash. Fortress (Action 4): 1 Card, 2 Actions. When you trash this, put it into your hand. This is not optional. Graverobber (Action 5): Choose one: Gain a card from the trash costing from 3 to 6, putting it on top of your deck; or trash an Action card from your hand and gain a card costing up to 3 more than it (from Supply to discard pile). Hermit (Action 3): Look through your discard pile. You may trash a card from your discard pile or hand that is not a Treasure. Gain a card costing up to 3 (from Supply to discard pile). When you discard this from play (normally in Clean-up), if you did not buy any cards this turn, trash this and gain a Madman from the Madman pile (not Supply, to discard pile). Hovel (Reaction-Shelter 1): When you buy a Victory card, you may trash this from your hand. Hunting Grounds (Action 6): 4 Cards. When you trash this, gain a Duchy or 3 Estates (your choice, from Supply to discard pile). Ironmonger (Action 4): 1 Card, 1 Action. Reveal the top card of your deck; you may discard it. Either way, if it is an Action card, 1 Action; Treasure card, 1; Victory card, 1 Card. Junk Dealer (Action 5): 1 Card, 1 Action, 1. Trash a card from your hand (mandatory if able). Knights (Action-Attack-Knight 5): A pile of 10 different Knight cards. Each has the common ability: "Each other player reveals the top 2 cards of his deck, trashes one of them costing from 3 to 6, and discards the rest. If a Knight is trashed by this, trash this card." Specific Knights have additional unique abilities (e.g., Dame Josephine is also a Victory card worth 2; Sir Martin costs 4; Sir Vander gains a Gold when trashed). Madman (Action 0*): 2 Actions. Return this to the Madman pile. If you do, 1 Card per card in your hand. This card is not in the Supply. Marauder (Action-Attack-Looter 4): Gain a Spoils from the Spoils pile (not Supply, to discard pile). Each other player gains a Ruins (from the Ruins pile to their discard pile, in turn order). Market Square (Action-Reaction 3): 1 Card, 1 Action, 1 Buy. When one of your cards is trashed, you may discard this from your hand. If you do, gain a Gold (from Supply to discard pile). Mercenary (Action-Attack 0*): You may trash 2 cards from your hand. If you do, 2 Cards, 2, and each other player discards down to 3 cards in hand. This card is not in the Supply. Mystic (Action 5): 1 Action, 2. Name a card. Reveal the top card of your deck. If it’s the named card, put it into your hand. Otherwise, put it back on top. Necropolis (Action-Shelter 1): 2 Actions. This card is not in the Supply. Overgrown Estate (Victory-Shelter 1): Worth 0 Victory Points. When you trash this, 1 Card. This card is not in the Supply. Pillage (Action-Attack 5): Trash this. Each other player with 5 or more cards in hand reveals his hand and discards a card that you choose (in turn order). Gain 2 Spoils from the Spoils pile (not Supply, to discard pile). Fim de Jogo e Pontuação The game ends when the Supply pile of Estates is empty, or when any three Supply piles are empty. The Ruins pile, when used, is in the Supply, and if it is empty that counts towards the normal end condition. Piles that are not part of the Supply (Spoils, Madman, Mercenary, Shelters) being empty do not count towards the end condition. Players count their Victory Points from all Victory cards in their deck. For example, each Feodum is worth 1 Victory Point for every 3 Silvers in your deck (round down). Dame Josephine is a Victory card worth 2 Victory Points. The player with the most Victory Points wins. Dicas para Vencer Utilize "When you trash this" abilities strategically: Many cards in Dark Ages provide powerful effects when trashed. Look for opportunities to trash cards like Fortress (returns to hand), Hunting Grounds (gain a Duchy or 3 Estates), or Feodum (gain 3 Silvers) to maximize their value. Manage your trash pile with Graverobber: Graverobber allows you to either retrieve a card from the trash or upgrade an Action card from your hand. This provides flexibility to recover valuable cards or improve your deck by trashing weaker Actions for stronger ones. Leverage the unique effects of Knights: The Knights pile offers a variety of Attack cards that can disrupt opponents' decks by trashing cards. Pay attention to the specific abilities of the top Knight and consider how it can benefit you while hindering others. ## FAQ ### Do I need the base Dominion game to play with Dark Ages? Yes, absolutely! Dark Ages is an expansion and requires the base Dominion game to be played. ### How many players does this expansion support? Just like the base game, Dark Ages is for 2 to 4 players. ### Does the playtime change with this expansion? The estimated playtime is around 30 minutes, similar to the base game. Complexity might increase slightly depending on the chosen Kingdom cards. ### What are the main themes of Dark Ages? The themes revolve around hard times, such as plagues and barbarian invasions, with mechanics focused on 'trash' (discarded cards that still have effects) and 'upgrade' (improving cards). ### Does this expansion add many new components? Yes, Dark Ages adds 35 new Kingdom cards, plus 'Ruins' and 'Shelters' cards, totaling 500 new cards to mix with your Dominion. ### Is it difficult to learn the new cards? Dominion already has a certain level of complexity, and this expansion adds more cards with unique effects. If you already play Dominion, you'll get the hang of it quickly. If you're new, it might be good to start with the base game first. ### Do I need to translate many cards? Yes, Ludopedia indicates 'Extensive Language Dependency', so a full translation of the cards is recommended to fully enjoy the game. ## Price Comparison ### Best International Offers - **BoardGamePrices.com**: $ 38.37 (https://boardgameprices.com/item/go?source=A&storeitemid=2091315&utm_source=boardgamesbot.com) - See all on BoardGamePrices: https://boardgameprices.com/item/show/186/dominion-dark-ages?utm_source=boardgamesbot.com