How to Play Dominion: Prosperity

Rio Grande Games, 999 Games, Albi · Board game · 2010
2–4 · best 3 30 min Weight 2.5/5
8.8 rating Ludopedia
8.2 rating BGG

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Step by step

Objective of the Game

Ah, money! In Dominion: Prosperity, you're looking to expand your kingdom from sea to sea, conquering troublesome neighbors in style. The central theme is wealth, so you'll be interacting with powerful treasures and expensive cards to build up your domain. Dominion: Prosperity is an expansion, so you'll need the base Dominion game or a standalone expansion like Dominion: Intrigue to play. The ultimate goal is to accumulate the most Victory Points by the end of the game.

Preparation (Setup)

Dominion: Prosperity cannot be played by itself. To play, you need Treasure cards, Victory cards, Curse cards, and a Trash card from either Dominion or a standalone expansion (e.g., Dominion: Intrigue). You'll also need the full rules for setup and gameplay from one of those base games.

Here's how to set up Dominion: Prosperity:

  1. Choose 10 sets of Kingdom cards for each game. If using a random approach, shuffle the randomizer cards from this expansion with those of any other Dominion games you're playing with.
  2. If only Kingdom cards from Prosperity are being used, add the Platinum and Colony piles to the Basic cards in the Supply.
  3. If a mix of Kingdom cards from Prosperity and other sets are being used, determine the inclusion of Platinum and Colony randomly. For example, choose a random Kingdom card being used (like the first card dealt from the Randomizer deck), and if it's from Prosperity, add Platinum and Colony to the Supply.
  4. Platinum and Colony are not Kingdom cards. When included, the Supply will have 10 Kingdom cards, plus Copper, Silver, Gold, Platinum, Estate, Duchy, Province, Colony, and Curse.
  5. Use 8 Colonies for a 2-player game, or 12 Colonies for a game with 3 or more players.
  6. This expansion comes with 8 player mats and tokens for use with the Bishop, Goons, and Monument Kingdom cards. A player takes a mat of their choice as soon as they need one. All mats function the same.
  7. This expansion also comes with Coin tokens for use with Trade Route. If Trade Route is in the game, mark each Victory card pile with a Coin token at the start of the game. When anyone gains a card from that pile, move the token to the Trade Route mat. The number of tokens on the mat indicates how many coins Trade Route makes. In games with both Colony and Trade Route, Colony will get a token.
  8. Tokens are not limited; use a substitute if more are needed.

Flow of the Game

Consulte o manual para detalhes sobre esta seção.

Actions and How to Play

Dominion: Prosperity introduces 25 new Kingdom cards and 2 new Basic cards (Platinum and Colony). Many cards interact with Treasures or provide powerful effects. Remember, Action cards and Treasure cards played face-up to a play area are "in play" until they are moved somewhere else, usually during the Clean-up phase. Only played cards are "in play."

Playing Treasure Cards

Players may play their Treasure cards in any order and may choose not to play some (or even all) of the Treasure cards they have in their hand. During the Buy phase, a player must play all of the Treasures they wish to play before they buy any cards, even if they have +Buys; they cannot play more Treasures after Buying a card.

New Basic Cards

  • Platinum: This is a Treasure card worth 9 coins. It is not a Kingdom card.
  • Colony: This is a Victory card worth 10 Victory Points. It is not a Kingdom card.

New Kingdom Cards (Examples)

  • Bank (Treasure 7): When you play this, it's worth 1 coin per Treasure card you have in play (counting this). You choose the order to play Treasure cards. If you play Bank with no other Treasures in play, it is worth 1 coin. If you play two copies of Bank in a row, the one you play second will be worth more than the first one. Bank produces money right when you play it; things that happen later in the turn will not change how much money you got from it.
  • Bishop (Action 4): +1 Card, +1 Action. Trash a card from your hand. Gain coins equal to half its cost in coins, rounded down. Each other player may trash a card from his hand. Trashing a card is optional for other players but mandatory for you. You trash a card first, then each other player may trash a card, in turn order. Only the player who played Bishop can get tokens from it. If you have no cards left in hand to trash, you still get +1 Card and +1 Action.
  • City (Action 5): +1 Card, +2 Actions. If there are one or more empty Supply piles, +1 Card. If there are two or more, +1 Coin and +1 Buy. There are no further bonuses if three or more piles are empty. This only checks how many piles are empty when you play it. An empty trash pile does not count for this.
  • Contraband (Action 3): +1 Buy. When you play this, the player to your left names a card. You can't buy that card this turn. This does not stop you from gaining the card in ways other than buying it. If you play multiple Contrabands, the player to your left names a card each time.
  • Counting House (Action 3): Look through your discard pile, reveal any number of Copper cards from it, and put them into your hand. You only get to look through your discard pile when you play this. You do not have to show the other players your entire discard pile, just the Coppers you take out.
  • Expand (Action 7): Trash a card from your hand. Gain a card costing up to 3 more than the trashed card. The card you gain can also cost any smaller amount, even less than the cost of the trashed card. You can trash a card and gain a copy of the same card. If you have no card in hand to trash, you do not gain a card. The gained card goes into your discard pile.
  • Forge (Action 7): Trash any number of cards from your hand. Gain a card with cost exactly equal to the total cost in coins of the trashed cards. "Any number" includes zero. If you trash no cards, you have to gain a card costing 0 if you can. The gained card goes into your discard pile.
  • Goons (Action - Attack 6): +1 Buy, +2 Coins. Each other player discards down to 3 cards in hand. You get 1 token for each card you buy while this is in play. Multiple copies of Goons are cumulative.
  • Grand Market (Action 6): +1 Card, +1 Action, +1 Buy, +2 Coins. You can't buy this if you have any Copper in play. Only Coppers "in play" stop you from buying Grand Market.
  • Hoard (Treasure 6): +2 Coins. While this is in play, when you buy a Victory card, gain a Gold. If you have multiple Hoards in play, you will gain multiple Golds from buying a single Victory card.
  • King's Court (Action 7): You may choose an Action card in your hand. Play it three times. This uses up one Action. You cannot play any other cards in between resolving the King's Court-ed Action card multiple times, unless that Action card specifically tells you to.
  • Loan (Treasure 3): +1 Coin. When you play this, reveal cards from your deck until you reveal a Treasure. Discard it or trash it. Discard the other cards. If you run out of cards before revealing a Treasure, shuffle your discard pile (but not the revealed cards) to get more.
  • Mint (Action 5): You may reveal a Treasure card from your hand. Gain a copy of it. When you buy this, trash all Treasures you have in play. You do not trash Treasure cards in your hand or elsewhere. The gained card goes into your discard pile.
  • Monument (Action 4): +2 Coins, +1 Buy. When you buy this, trash all Treasures you have in play. You get 1 token when you buy this card.
  • Mountebank (Action - Attack 5): +2 Coins. Each other player may discard a Curse. If he doesn't, he gains a Curse and a Copper. This hits other players in turn order.
  • Peddler (Action 8*): +1 Card, +1 Action, +1 Coin. During your Buy phase, this costs 2 less per Action card you have in play, but not less than 0. This cost applies to all Peddler cards.
  • Quarry (Treasure 4): +1 Coin. While this is in play, Action cards cost 2 less, but not less than 0. It is cumulative. It affects the costs of cards everywhere.
  • Rabble (Action - Attack 5): +3 Cards. Each other player reveals the top 3 cards of his deck, discards the revealed Actions and Treasures, and puts the rest back on top in any order he chooses.
  • Royal Seal (Treasure 5): +2 Coins. While this is in play, when you gain a card, you may put that card on top of your deck. This applies to each card you gain while it is in play.
  • Talisman (Treasure 4): +1 Coin. While this is in play, when you buy a card costing 4 or less that is not a Victory card, gain a copy of it. If you have multiple Talismans, you gain an additional copy for each one.
  • Trade Route (Action 3): +1 Buy, +1 Coin per token on the Trade Route mat. Trash a card from your hand. Setup: Put a token on each Victory card Supply pile. When a card is gained from that pile, move the token to the Trade Route mat.
  • Vault (Action 5): +2 Cards. Discard any number of cards. Gain +1 Coin per card discarded. Each other player may discard 2 cards. If he does, he draws a card. You draw cards first; you can discard the cards you just drew.
  • Venture (Treasure 5): +1 Coin. When you play this, reveal cards from your deck until you reveal a Treasure. Discard the other cards. Play that Treasure. If you run out of cards before revealing a Treasure, shuffle your discard pile (but not the revealed cards) to get more.
  • Watchtower (Action - Reaction 3): Draw until you have 6 cards in hand. When you gain a card, you may reveal this from your hand. If you do, either trash that card, or put it on top of your deck. You may reveal Watchtower each time you gain a card. Revealing Watchtower does not take it out of your hand.
  • Worker's Village (Action 4): +1 Card, +2 Actions, +1 Buy.

End of Game and Scoring

In games using Platinum and Colony, there is an additional way the game can end. At the end of each turn, the game ends if one of these three conditions is met:

  1. The Supply pile of Province cards is empty.
  2. Any 3 Supply piles are empty (4 piles in a 5-6 player game).
  3. The Supply pile of Colony cards is empty.

At the end of the game, players add the tokens they have collected from cards like Bishop, Goons, and Monument to their regular score. Tokens are not private; anyone can count them. There are 1 and 5 tokens; players make change as needed.

Tips for Winning

  • When playing Treasure cards, the order matters! For example, playing Venture last can maximize the value of a Bank if it's revealed, as Bank counts all Treasure cards already in play.
  • Be mindful of the Grand Market's restriction: you can't buy it if you have any Copper in play. Consider trashing Coppers or not playing them if you plan to acquire a Grand Market.
  • If you have Hoard in play, prioritize buying Victory cards to gain additional Gold cards, which can significantly boost your buying power.

Rules manual

Official PDF file

Prefer the Official PDF? Download the official Dominion: Prosperity rulebook or browse it online with our AI rules assistant.
View Rulebook PDF

Frequently Asked Questions

Quick answers about the rules

5 questions
What is the objective of Dominion: Prosperity?
Ah, money! In Dominion: Prosperity, you're looking to expand your kingdom from sea to sea, conquering troublesome neighbors in style. The central theme is wealth, so you'll be interacting with powerful treasures and expensive cards to build up your domain. Dominion: Prosperity is an expansion, so you'll need the base Dominion game or a standalone expansion like Dominion: Intrigue to play. The ultimate goal is to accumulate the most Victory Points by the end of the game.
How do you set up Dominion: Prosperity?
Dominion: Prosperity cannot be played by itself. To play, you need Treasure cards, Victory cards, Curse cards, and a Trash card from either Dominion or a standalone expansion (e.g., Dominion: Intrigue). You'll also need the full rules for setup and gameplay from one of those base games. Here's how to set up Dominion: Prosperity: Choose 10 sets of Kingdom cards for each game. If using a random approach, shuffle the randomizer cards from this expansion with those of any other Dominion games…
How do you play Dominion: Prosperity?
Dominion: Prosperity introduces 25 new Kingdom cards and 2 new Basic cards (Platinum and Colony). Many cards interact with Treasures or provide powerful effects. Remember, Action cards and Treasure cards played face-up to a play area are "in play" until they are moved somewhere else, usually during the Clean-up phase. Only played cards are "in play." Playing Treasure Cards Players may play their Treasure cards in any order and may choose not to play some (or even all) of the Treasure cards…
How does Dominion: Prosperity end, and how do you score?
In games using Platinum and Colony, there is an additional way the game can end. At the end of each turn, the game ends if one of these three conditions is met: The Supply pile of Province cards is empty. Any 3 Supply piles are empty (4 piles in a 5-6 player game). The Supply pile of Colony cards is empty. At the end of the game, players add the tokens they have collected from cards like Bishop, Goons, and Monument to their regular score. Tokens are not private; anyone can count them. There…
What are some tips for winning Dominion: Prosperity?
When playing Treasure cards, the order matters! For example, playing Venture last can maximize the value of a Bank if it's revealed, as Bank counts all Treasure cards already in play. Be mindful of the Grand Market's restriction: you can't buy it if you have any Copper in play. Consider trashing Coppers or not playing them if you plan to acquire a Grand Market. If you have Hoard in play, prioritize buying Victory cards to gain additional Gold cards, which can significantly boost your buying…
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