Detail from a mug designed by my girlfriend, based on Agricola's "Pink Goddess" card (L-Deck). Now being the resident rules guru grants both tea and bonus points!
Dominion Record Sheet.pdf (21 KB) (Log in or Register to download.)
The campaign record sheet as a stand-alone file to simplify printing. This supplements the "Dominion Campaign Rules V01" file also available on this page.
Downloads:355
Nov 14, 2011
Dominion Campaign Rules V01.pdf (484 KB) (Log in or Register to download.)
Complete campaign rules for Dominion, including a record sheet and variant guidelines.
Detail from a mug designed by my girlfriend, based on Agricola's "Pink Goddess" card (L-Deck). Now being the resident rules guru grants both tea and bonus points!
Gastel wrote:
These rules are absolutely amazing. I will have to try them soon. Even a campaign aid at the end. Great all around.
Thank you, sir. I look forward to hearing any suggestions you have for updates and/or suggested campaign styles. I have a few in the works, but I want to make sure everything is solid before I do an updated version. Cheers!
Tried it 2x with the standard rules now with spouse. Works really well and doesnt add a lot of time to the game assumign you can make your modification decisions quickly, heh.
Really liking this, looking forward to trying the 5E version and your future campaign types.
Detail from a mug designed by my girlfriend, based on Agricola's "Pink Goddess" card (L-Deck). Now being the resident rules guru grants both tea and bonus points!
Archaegeo wrote:
Tried it 2x with the standard rules now with spouse. Works really well and doesnt add a lot of time to the game assumign you can make your modification decisions quickly, heh.
Once I worked most of the bugs out of the system, it quickly became the preferred way to play Dominion in my group. There is something rewarding about watching a strategy develop over an entire session, and adding more variety to Dominion seems almost like a mandate. Ironically, after I picked up a copy of Hinterlands and we decided to play a few standard games to try out the new cards, it felt a little refreshing to play a few quick & easy games again
How much point disparity is there in your games? I tried really hard to build it in such a way that the leader could be caught and all but the most dedicated underdog had a chance of winning. Our games usually come out reasonably close, and we've seen enough swings in player position for me to think I've got it pretty balanced. I'd like to hear your thoughts on the matter.
Archaegeo wrote:
Really liking this, looking forward to trying the 5E version and your future campaign types.
5E is fun, but it can get a bit convoluted when trying to keep track of and strategize around the shifting rules. I mostly just wanted to provide several examples of alternative special rules and round prizes. I'm hoping to get a bit more feedback about these campaign rules and a few other variants I have in the works before I recompile everything and add more types. If you stumble onto anything particularly fun, let me know and I'll work it in. Thanks for playing, and enjoy!
Though I have to wonder, wouldn't the best modification move always be to take the best deck thinning card available (chapel/Forge/moneylender if you must) into your starting hand?
Why bother spending 12 VPs to remove a couple of scars when you can remove them in one turn.
eg 5 rounds in, my starting hand is normal + a festival, a noble, a goons, watchtower and chapel? I'd say that sorta shizzle would be unbeatable but hey I could well be wrong.
Detail from a mug designed by my girlfriend, based on Agricola's "Pink Goddess" card (L-Deck). Now being the resident rules guru grants both tea and bonus points!
High Elf Andrew wrote:
This looks amazing!
Though I have to wonder, wouldn't the best modification move always be to take the best deck thinning card available (chapel/Forge/moneylender if you must) into your starting hand?
Why bother spending 12 VPs to remove a couple of scars when you can remove them in one turn.
eg 5 rounds in, my starting hand is normal + a festival, a noble, a goons, watchtower and chapel? I'd say that sorta shizzle would be unbeatable but hey I could well be wrong.
As a general rule, you're quite right. "Steward" in particular is a near-perfect early get. However, a lot of games simply don't include good deck thinning cards, so having an option to streamline becomes popular in the right circumstances.
Also, never underestimate the power of a great attack card on the opening draw. "Saboteur" and "Rabble", in spite of their 15 VP cost, have all but shut down other players when added to decks. The fun part becomes trying to engineer an opening hand that can beat a wicked attacker.
So yeah, plenty of ways to play. Deck thinning and strong attacks are by far the most popular, but you can also build some great "moneyless" decks after 3-4 rounds of focused modifications. Good times.
I would just like to let you know I played two games in a campaign today after reading this in your geeklist (like, literally, immediately after I finished reading) and it is just absolutely fantastic! I am in love with this format!
Thank you for all the work you did, and if I had a bunch of geekgold I would tip you thousands!
If you need a play tester for new campaigns, message me. I would definitely love to help develop this. More people need to know. Honestly, the consensus in my group is that this is a better way to play then just the basic rules.
I know I'm really laying on the praise here, but I want you to realize how much I love this variant. Great work!
Detail from a mug designed by my girlfriend, based on Agricola's "Pink Goddess" card (L-Deck). Now being the resident rules guru grants both tea and bonus points!
jobes2007 wrote:
...I am in love with this format!
...If you need a play tester for new campaigns, message me...
Thank you kindly. The consensus in my group has pretty much been the same.
I will absolutely keep your playtesting offer in mind. Cheers!