Objective of the Game
Dominion: Renaissance is an expansion to the base game of Dominion. The theme revolves around a golden age of art, science, and medicine, where new inventions and funding are revolutionizing the world. Players are trying to expand their dominion by acquiring cards and abilities. As an expansion, it cannot be played by itself; you need the Basic cards and rulebook from Dominion to play. The ultimate goal, as with other Dominion games, is to accumulate the most Victory Points, though the specific conditions for victory are not detailed in the provided context.
Preparation (Setup)
- Before the first game, remove the three sets of cards from their wrappings and place them in the card tray. The included inlay suggests a way to organize the cards.
- Players will need the Treasure cards, Victory cards, Curse cards, and Trash mat/card from either Dominion or Base Cards (or older editions of Intrigue) and the rules from Dominion to play with this expansion.
- 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.
- Project cards can be shuffled into the randomizer deck (despite having a different back). They are not part of the 10 Kingdom cards used in a game; when a Project is turned over, put it on the table but keep turning over cards until you get 10 Kingdom cards.
- For normal play, it is recommended to use at most two Projects per game. When using Dominion: Adventures or Dominion: Empires, it is recommended to use no more than two total from Projects, Events, and Landmarks. Skip any further Project cards turned over. Also skip Projects when using a randomizer card to determine whether or not to use Platinum/Colony (from Prosperity), or Shelters (from Dark Ages) in a game. Projects cannot be Young Witch's bane (from Cornucopia).
- Another approach is to shuffle Projects (and Events and Landmarks) separately into their own deck, and always play with one or two of them.
- In games using Projects, each player takes two cubes of one color at the start of the game.
- In games using a card that refers to Coffers or Villagers, give each player a Coffers / Villagers mat, and put the Coin tokens in a pile near the Supply.
- In games using Border Guard, Flag Bearer, Swashbuckler, or Treasurer, get out the Artifacts the cards refer to and put them near the Supply.
Fluxo do Jogo
Consulte o manual para detalhes sobre esta seção.
Ações e Como Jogar
Dominion: Renaissance introduces several new mechanics and card types:
Coffers and Villagers
These are tracked on a Coffers / Villagers mat and let you save Coin tokens and Actions for later.
- Cards that say "+1 Coffers" mean to add a token to the Coffers side of your mat. A token there can be removed in your Buy phase, before buying anything, for +Coin.
- Cards that say "+1 Villager" mean to add a token to the Villagers side of your mat. A token there can be removed in your Action phase for +1 Action.
- Any number of tokens can be removed at once, each giving another +Coin or +1 Action.
- Coin tokens are provided and are not component-limited. They come from the supply and return there.
Project Cards
Project cards are abilities that players may buy. They are not "buying a card."
- You buy a Project in your Buy phase; it uses up a Buy and costs a certain amount of Coin, indicated on each Project.
- When buying a Project, place one of your cubes on it. For the rest of the game, you have that ability.
- You cannot place two cubes on the same Project, nor can you remove a cube from a Project once placed.
- Any number of players can have the same Project ability at once.
- Paying for a Project is not made cheaper by cards like Inventor and does not matter for cards like Exploration.
- You cannot pay for a Project while you have debt (from Empires).
- Examples:
- Fair: If you buy Fair, for the rest of the game you will get +1 Buy on each of your turns.
- Academy: When you gain an Action card, +1 Villager.
- Barracks: At the start of your turn, +1 Action.
- Canal: During your turns, cards cost Coin 1 less, but not less than Coin 0.
- Capitalism: During your turns, Actions with +Coin amounts in their text are also Treasures. This allows playing any number of such Action cards in your Buy phase without using up Action plays.
- Cathedral: At the start of your turn, trash a card from your hand (mandatory).
- Citadel: The first time you play an Action card during each of your turns, play it again afterwards.
- City Gate: At the start of your turn, +1 Card, then put a card from your hand onto your deck.
- Crop Rotation: At the start of your turn, you may discard a Victory card for +2 Cards.
- Exploration: At the end of your Buy phase, if you didn’t buy any cards, +1 Coffers and +1 Villager.
- Fleet: After the game ends, there’s an extra round of turns just for players with this.
- Guildhall: When you gain a Treasure, +1 Coffers.
- Innovation: The first time you gain an Action card in each of your turns, you may set it aside. If you do, play it.
- Pageant: At the end of your Buy phase, you may pay Coin 1 for +1 Coffers. This works once per turn.
- Piazza: At the start of your turn, reveal the top card of your deck. If it’s an Action, play it. If not, return it to the top of your deck.
- Road Network: When another player gains a Victory card, +1 Card.
- Sewers: When you trash a card other than with this, you may trash a card from your hand.
- Silos: At the start of your turn, discard any number of Coppers, revealed, and draw that many cards.
- Sinister Plot: At the start of your turn, add a token here, or remove your tokens here for +1 Card each.
- Star Chart: When you shuffle, you may pick one of the cards to go on top.
Artifact Cards
Artifact cards are abilities that players may acquire due to a particular Kingdom card. Only one player will have a given Artifact at once.
- When taking an Artifact, if another player has it, you take it from them. If no other player has it, you just take it.
- While you have the Artifact, you have its ability, and you lose that ability when someone else takes it.
- Examples:
- Flag: When drawing your hand, +1 Card. Acquired when you gain or trash a Flag Bearer.
- Horn: Once per turn, when you discard a Border Guard from play, you may put it onto your deck. Acquired by playing Border Guard under specific conditions.
- Key: At the start of your turn, +Coin. Acquired by playing Treasurer.
- Lantern: Your Border Guards reveal 3 cards and discard 2. Acquired by playing Border Guard under specific conditions.
- Treasure Chest: At the start of your Buy phase, gain a Gold. Acquired by playing Swashbuckler under specific conditions.
Duration Cards
Duration cards are orange and have abilities that affect future turns.
- They are not discarded in Clean-up if they have something left to do; they stay in play until the Clean-up of the last turn that they do something.
- If a Duration card is played extra times by a card such as Scepter, that card also stays in play until the Duration card is discarded, to track the fact that the Duration card was played extra times.
- Keep track of whether or not a Duration card was played on the current turn, such as by putting your cards into two lines.
- Example: Cargo Ship.
New Kingdom Cards and their Abilities
- Acting Troupe (Action): +4 Villagers. Trash this.
- Border Guard (Action): +1 Action. Reveal the top 2 cards of your deck. Put one into your hand and discard the other. If both were Actions, take the Lantern or Horn. If you have the Lantern, you reveal the top 3 cards, put one into your hand, discard the rest, and if all three were Actions, you may take the Horn.
- Cargo Ship (Action - Duration): Once this turn, when you gain a card, you may set it aside face up (on this). At the start of your next turn, put it into your hand. If you don't set a card aside, Cargo Ship is discarded that turn.
- Ducat (Treasure): +1 Coffers, +1 Buy. When you gain this, you may trash a Copper from your hand (optional).
- Experiment (Action): +2 Cards, +1 Action. Return this to the Supply. When you gain this, gain another Experiment (that doesn’t come with another).
- Flag Bearer (Action): +Coin 2. When you gain or trash this, take the Flag.
- Hideout (Action): +1 Card, +2 Actions. Trash a card from your hand (mandatory). If it’s a Victory card, gain a Curse.
- Improve (Action): At the start of Clean-up, you may trash an Action card you would discard from play this turn, to gain a card costing exactly Coin 1 more than it. Trashing is optional, but if you trash, you must gain if possible.
- Inventor (Action): Gain a card costing up to Coin 4, then cards cost Coin 1 less this turn (but not less than Coin 0). This cost lowering is cumulative and applies to all cards everywhere.
- Lackeys (Action): +2 Cards. When you gain this, +2 Villagers.
- Mountain Village (Action): +2 Actions. Look through your discard pile and put a card from it into your hand; if you can’t, +1 Card.
- Old Witch (Action - Attack): +3 Cards. Each other player gains a Curse and may trash a Curse from their hand.
- Patron (Action - Reaction): +1 Villager, +Coin 2. When something causes you to reveal this (using the word “reveal”), +1 Coffers.
- Priest (Action): +Coin 1. Trash a card from your hand (mandatory). For the rest of this turn, when you trash a card, +Coin 2. This is cumulative.
- Recruiter (Action): +2 Cards. Trash a card from your hand (mandatory). +1 Villager per Coin 1 it costs.
- Research (Action - Duration): +1 Action. Trash a card from your hand. Per Coin 1 it costs, set aside a card from your deck face down (on this). At the start of your next turn, put those cards into your hand.
- Scepter (Treasure): When you play this, choose one: +Coin 2; or replay an Action card you played this turn that’s still in play.
- Scholar (Action): Discard your hand. +7 Cards.
- Sculptor (Action): Gain a card to your hand costing up to Coin 4. If it’s a Treasure, +1 Villager.
- Seer (Action): +1 Card, +1 Action. Reveal the top 3 cards of your deck. Put the ones costing from Coin 2 to Coin 4 into your hand. Put the rest back in any order.
- Silk Merchant (Action): +2 Cards, +1 Buy. When you gain or trash this, +1 Coffers and +1 Villager.
- Spices (Treasure): Coin 2, +1 Buy. When you gain this, +2 Coffers.
- Swashbuckler (Action): +3 Cards. If your discard pile has any cards in it: +1 Coffers, then if you have at least 4 Coffers tokens, take the Treasure Chest.
- Treasurer (Action): Choose one: Trash a Treasure from your hand; or gain a Treasure from the trash to your hand; or take the Key.
- Villain (Action - Attack): +2 Coffers. Each other player with 5 or more cards in hand discards one costing Coin 2 or more (or reveals they can’t).
Fim de Jogo e Pontuação
The game ends when specific conditions are met, but these are not explicitly detailed in the provided context. The Fleet Project card states: "After the game ends, there’s an extra round of turns just for players with this." It also clarifies that "Players do not sort through their cards and add up their scores until all of the Fleet turns are done, even the players without Fleet. If the game end conditions are no longer met after Fleet turns, the game is still over."
Consulte o manual para details on how points are counted and the specific criteria for victory and defeat.
Dicas para Vencer
- Utilize Coffers and Villagers strategically: These mats allow you to save resources for when you need them most. Saving Coin tokens in your Coffers can help you afford expensive cards or Projects in your Buy phase, while Villager tokens provide extra Actions, enabling more powerful combos in your Action phase.
- Consider Project cards early: Projects provide permanent abilities