How to Play Dominion: Hinterlands

Rio Grande Games, 999 Games, Albi · Board game · 2011
2–4 · best 3 30 min Weight 2.5/5
8.6 rating Ludopedia
7.9 rating BGG

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Step by step

Objective of the Game

The world is vast, and your kingdom, while moderate-sized compared to others, is small in comparison to the world itself. It's time to expand your borders into far-off, exotic lands. Dominion: Hinterlands is the 6th addition to the game of Dominion, adding 26 new Kingdom cards. The central theme of these new cards is that they do something immediately when you buy or gain them. This expansion cannot be played by itself; you need Dominion or a standalone expansion (e.g., Dominion: Intrigue) to play, as these provide the Basic cards (Treasure, Victory, and Curse cards) and the full rules for setup and gameplay.

Preparation (Setup)

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.

Fluxo do Jogo

Playing Dominion with the Hinterland cards is very much like playing Dominion with the base game and any other expansion. The cards have different powers, which add fun to your game. You can mix and match these cards with others.

Ações e Como Jogar

Hinterlands introduces 26 new Kingdom cards, 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.

Two new card types are introduced:

  • Victory-Reaction: These cards have a green-blue card type.
  • Treasure-Reaction: These cards have a yellow-blue card type.

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.

Examples of new Kingdom cards and their abilities:

  • Border Village (Action): +1 Card, +2 Actions. When you gain this, gain a card costing less than this.
  • Cartographer (Action): +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.
  • Crossroads (Action): Reveal your hand. If it has a cost of 4 or more, then you may play an Action card. +3 Actions.
  • Develop (Action): Trash a card from your hand. Gain a card costing exactly 1 more than the card trashed.
  • Duchess (Action): 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.
  • Embassy (Action): -5 Cards. Discard 3 cards. While this is in play, when you buy a card, each other player gains a Silver.
  • Haggler (Action): -2. While this is in play, when you buy a card, each other player gains a card that is not a Victory card.
  • Highway (Action): +1 Card, +1 Action. When you play this, cards cost 1 less to play, but not less than 0.
  • Inn (Action): +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.
  • Jack of All Trades (Action): 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.
  • Mandarin (Action): 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.
  • Margrave (Action Attack): +1 Card, +1 Buy. Each other player draws a card, then discards down to 3 cards in hand.
  • Noble Brigand (Action Attack): +0. When you play or gain this, each other player with 5 or more cards in hand discards 2 cards.
  • Nomad Camp (Action): -1 Buy, -2. When you gain this, put it on top of your deck.
  • Oasis (Action): -1 Card, +1 Action. Discard 1 card.
  • Oracle (Action Attack): 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.
  • Scheme (Action): +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.
  • Spice Merchant (Action): You may trash Treasure from your hand. For each Treasure card trashed, +2 Cards and +1 Action; or +2 Cards and +1 Action.
  • Stables (Action): You may discard a Treasure. If you do, +5 Cards and +1 Action.
  • Trader (Action Reaction): 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.

Fim de Jogo e Pontuação

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Dicas para Vencer

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Rules manual

Official PDF file

Prefer the Official PDF? Download the official Dominion: Hinterlands rulebook or browse it online with our AI rules assistant.
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Frequently Asked Questions

Quick answers about the rules

5 questions
What is the objective of Dominion: Hinterlands?
The world is vast, and your kingdom, while moderate-sized compared to others, is small in comparison to the world itself. It's time to expand your borders into far-off, exotic lands. Dominion: Hinterlands is the 6th addition to the game of Dominion, adding 26 new Kingdom cards. The central theme of these new cards is that they do something immediately when you buy or gain them. This expansion cannot be played by itself; you need Dominion or a standalone expansion (e.g., Dominion: Intrigue) to…
How do you set up Dominion: Hinterlands?
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…
How do you play Dominion: Hinterlands?
Playing Dominion with the Hinterland cards is very much like playing Dominion with the base game and any other expansion. The cards have different powers, which add fun to your game. You can mix and match these cards with others. Hinterlands introduces 26 new Kingdom cards, 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. Two new card types are introduced: Victory-Reaction: These cards…
How does Dominion: Hinterlands end, and how do you score?
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What are some tips for winning Dominion: Hinterlands?
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