255 lines
23 KiB
Plaintext
255 lines
23 KiB
Plaintext
|
|
Episode: 3411
|
||
|
|
Title: HPR3411: Dominion card game
|
||
|
|
Source: https://hub.hackerpublicradio.org/ccdn.php?filename=/eps/hpr3411/hpr3411.mp3
|
||
|
|
Transcribed: 2025-10-24 22:53:21
|
||
|
|
|
||
|
|
---
|
||
|
|
|
||
|
|
This is Hacker Public Radio Episode 34114 Mundi, the 30th of August 2021.
|
||
|
|
Tid's show is entitled, Dominion Card Game, and is part of the series' tabletop gaming
|
||
|
|
that is hosted by Clot 2, and is about 28 minutes long, and carries a clean flag.
|
||
|
|
The summary is Clot 2 Talks about the Dominion Card Game.
|
||
|
|
This episode of HPR is brought to you by archive.org.
|
||
|
|
Support Universal Access to All Knowledge
|
||
|
|
by heading over to archive.org forward slash donate.
|
||
|
|
Hey everybody, this is Clot 2, Hacker Public Radio.
|
||
|
|
In this episode, I want to talk about Dominion. Dominion is a game that I first tried at a gaming
|
||
|
|
convention about three or four years ago, and hated it. Could not stand it, thought it was just
|
||
|
|
the dumbest game, because it never really felt like you were playing a game. I sat down and the
|
||
|
|
people who were going to sort of show the game off for me told me to pick some cards, and I
|
||
|
|
picked some cards, and then they told me to pick some more cards, and try to pick some more cards,
|
||
|
|
and some things happened, and then pick some more cards, and you were just like just
|
||
|
|
rebuilding your deck, and then when you're done, the game was over, and it just seemed really
|
||
|
|
weird. I thought, where's the game part of this game? Well, it turns out, now that I've revisited it
|
||
|
|
with a clearer understanding of how the game works, turns out that Dominion is a deck-building
|
||
|
|
game, in the truest sense, the game is building your deck. You are building a deck of cards from a
|
||
|
|
selection of different cards, and the goal is to end up with a deck of cards that has
|
||
|
|
more victory points in it than your opponents have in theirs. Victory points are earned by you
|
||
|
|
owning land, and the land can be of different kinds, allowing for different expansion sets,
|
||
|
|
and so on, or rather ignoring the different expansion sets, and so on. The land can be
|
||
|
|
something like an estate, a dutchie, or a province. Dutchie estate provinces is order of value,
|
||
|
|
I think. The dutchie is being worth one victory point, estates being worth three, and then provinces
|
||
|
|
being worth five. I might get some of those terminologies wrong, I can picture the card, but I
|
||
|
|
can't necessarily picture the word labeling what the card is, but it's one, three, and five, those
|
||
|
|
are the values, the victory point values of those lands. The way that you get those lands is that you
|
||
|
|
pay for them in Dominion money, so you have to collect, you have to get the first couple of things
|
||
|
|
that you need in your deck then, is money. You need money in your deck so that you can then
|
||
|
|
purchase lands to put into your deck. So you get something like seven coppers for free in your
|
||
|
|
initial deck. Seven coppers and three victory points. It's a pretty good deal, just for starting
|
||
|
|
the game. You get seven seven monies and three victories. Well, it turns out that that's not all that
|
||
|
|
great, but we'll get into that in a moment. So that means you have ten cards in your hand,
|
||
|
|
which you then shuffle, and you draw the top five cards off of that deck. So now you have a hand
|
||
|
|
of five cards. This is your starting hand, and with that starting hand, you can do two things,
|
||
|
|
that's the rules of the game. The base rules of Dominion are that you can take one action
|
||
|
|
and one buy, be you, why you can purchase and buy something. That's the base rules of the game.
|
||
|
|
So if nothing else happens in the game, it'll just be you and an opponent or a group of opponents
|
||
|
|
doing some action and doing and then doing a purchase. And the purchase you have money in your
|
||
|
|
hand with which you can purchase things. So if you drew a hand of five copper right off the top of
|
||
|
|
the deck, then you could spend five copper on more cards to put into your deck. Like I say,
|
||
|
|
the game here is building a deck. So throughout the game, your goal is always pretty much to get more
|
||
|
|
stuff in your deck. What you put in your deck is where the strategy happens, because of course,
|
||
|
|
you could just spend five copper on buying an estate. And you could do that several times
|
||
|
|
over the course of the game. And then you would end the game. You would have all the estates.
|
||
|
|
The game would eventually end, because there's no more estates to purchase or something like that.
|
||
|
|
Another problem with that strategy would be that you got lucky when you drew your first hand
|
||
|
|
of five cards. You got five copper. That's a good hand. That's a good starting hand. But what about
|
||
|
|
the next hand? Well, we already know what that's going to contain, because we know what the deck
|
||
|
|
consisted of. It had seven copper and three estates. No, three duchies, three victory points.
|
||
|
|
So that means your next hand, you discarded one, you discarded five coppers. Your next hand is
|
||
|
|
going to have two coppers in it. That's not enough to buy anything. So that's one turn that you've
|
||
|
|
now wasted, because you don't have enough money in your hand to really do anything.
|
||
|
|
Those victory points are useless during the game. So you can purchase another copper for free.
|
||
|
|
That copper is actually cost like zero, zero monies. You just get that for free. So you could use
|
||
|
|
your buy action to get another copper. And then you have three coppers. And maybe you could get
|
||
|
|
something for three coppers, but it's sort of diminishing returns. If you're just going to buy more
|
||
|
|
copper and more copper and more copper and victory points, you just start to clutter up your hand
|
||
|
|
with stuff that you just don't have a whole lot of useful cards. And even with like if you're
|
||
|
|
maximum hand size is five. And you can only have five coppers, you have coppers. So the maximum
|
||
|
|
money you're ever going to have in a hand is five coppers. Well, that'll never be enough
|
||
|
|
to purchase the really good things like a province, which I think is eight monies.
|
||
|
|
So that wouldn't, that's not going to go very far. So eventually you quickly you learn
|
||
|
|
that the strategy here is to maximize the value of each of your hands.
|
||
|
|
And so when you draw a hand of cards, you want to ensure that there's a high probability
|
||
|
|
that you're going to draw some high value money cards. So there's not just copper. There's also
|
||
|
|
silver and gold. Silvers are worth something like let's say four monies maybe? No, three monies.
|
||
|
|
Maybe four, three or four monies. And then gold is worth six monies. So that's where the really
|
||
|
|
good stuff comes from. But in order to get that gold, you have to purchase it. You have to pay
|
||
|
|
the minion money for it. So your strategy becomes to convert your copper by silver with your copper.
|
||
|
|
So the next hand that you purchase that you draw will maybe contain two coppers, but also a silver.
|
||
|
|
And well, that's practically six monies right there. It might be five. I forget how much
|
||
|
|
silver is or are worth for whatever reason. But you know, you're maximizing the value of your hand.
|
||
|
|
And then you can keep purchasing up. You can purchase gold. You can purchase more gold. And
|
||
|
|
then more gold. And the next thing you know, your hands, when you're drawing your hands,
|
||
|
|
you're getting two and three golds in your hand at a time, giving you nine, 12, 15 purchasing
|
||
|
|
points. That's a valuable hand. And you can get valuable stuff for that much, for that much
|
||
|
|
dominion money. So that's just kind of the purchasing aspect of it. There's another aspect
|
||
|
|
which is hacking the rules so that instead of only getting one action or one buy, you're getting
|
||
|
|
more than one action, more than one buy action. So the cards that you are using, the cards that
|
||
|
|
you have to choose from to build up your deck during the game are randomized. You don't have to
|
||
|
|
randomize them if you have a set of cards that you prefer to play with. But quite a lot of cards
|
||
|
|
come with the base set of dominion. And the idea is that you randomize the assortment that you're
|
||
|
|
going to use. So you have different piles of cards. And each turn, you have the option to
|
||
|
|
take to make a purchase. So sometimes you'll have two, some of those three, some of the four or
|
||
|
|
five monies. And you can purchase a card with that in game money. And sometimes those cards
|
||
|
|
grant you special abilities, or usually those cards grant you special abilities that aren't
|
||
|
|
written in the base rules. Remember the base rules is take one action, take one buy. That's it.
|
||
|
|
That's what you can do. So these cards that you can purchase within game money grant you special
|
||
|
|
abilities. For instance, the I think the the village card, village card grants you the ability.
|
||
|
|
I'm kind of making things. I mean, there's definitely a village card. I'm getting the
|
||
|
|
specific abilities of that card. But let's say that it's a village card. And let's say that it does
|
||
|
|
something like it gives you one more action. It allows you to draw one more card during your turn.
|
||
|
|
And it gives you two monies for that turn. So now you've purchased this card. And with it,
|
||
|
|
because of this card, you now can take an extra action during your turn. You can draw another card
|
||
|
|
as well. So that's nice. And you get two floating monies, not tied to a card at all,
|
||
|
|
that you can then add to your total purchase equity, I guess, or assets, whatever. So that's nice.
|
||
|
|
And then you can kind of imagine what would happen if you got two villages or two festivals,
|
||
|
|
whatever it is, two villages, let's say. Then you've got one action and one card in two monies.
|
||
|
|
So you can play that card. But now you've got another action from that card. So you can now play
|
||
|
|
another village and get another action, another card, and two more gold. So just from just from playing
|
||
|
|
these two cards, you've changed these two cards together. You've gotten four money for nothing.
|
||
|
|
For just just during a turn. And you get to add that four monies to whatever coins you
|
||
|
|
happened to draw in your hand for that turn. There are other cards that do other things like,
|
||
|
|
I think it's the market place maybe, allows you to take an extra action and an extra buy.
|
||
|
|
So now you can leverage that kind of card such that you're building up the money in your hand.
|
||
|
|
But instead of only being able to purchase one thing with that money, you can purchase two things
|
||
|
|
with that money. I mean, if you do accidentally a mass, 16 money for one turn and you're looking at
|
||
|
|
at the table and you're realizing, well, there's nothing here worth 16 money. I've got too much
|
||
|
|
money and not enough to spend on. Well, if you have a market card, you can play that. And that'll give
|
||
|
|
you or whatever it is. Let's say it's a market card. You can play that and it'll give you two
|
||
|
|
separate buy actions. So or buy by phases. And then you could split that 16 money into two eights
|
||
|
|
or into one five and one three or into two fives or whatever you see on the table
|
||
|
|
that is within 16 money, you can purchase two of those things.
|
||
|
|
And that comes in really handy sometimes. And imagine all the variations. There's cards that do
|
||
|
|
other things. There's a card that lets you discard the clutter from your hand
|
||
|
|
and then redraw to replace them. That's the seller card. I know that one. That's a useful card.
|
||
|
|
Because now you look at your hand. You've got two lousy copper and maybe you have three lousy copper
|
||
|
|
and then two victory points. That's not a good hand. That's not a fun hand. So discard those two
|
||
|
|
victory points and discard. Let's gamble a little bit and discard one of those coppers in hopes of
|
||
|
|
drawing something better. So now you've got two coppers. Well draw back up to five and let's say on
|
||
|
|
a good day. You draw two silver and a gold. Well now you've got three four five six seven eight
|
||
|
|
nine monies to spend on something. That'll get you a province. So that's five victory points
|
||
|
|
right there. Because the provinces are worth five or something like that. So in other words,
|
||
|
|
you can kind of split things off, double up, rearrange turns and purchases and maximize
|
||
|
|
what you're putting into your deck. The cost here or the drawback or the danger here
|
||
|
|
is that the more you put into your deck, the more random your deck becomes, or potentially you
|
||
|
|
could put a bunch of the same cards into your deck so that you essentially always know what you're
|
||
|
|
getting. But in practice, because there are certain things that that you might want to
|
||
|
|
to structure your deck around, like, okay, well, I need more actions so that I can maximize my floating
|
||
|
|
money. And if I get all that money, I'm going to need another buy action, another buy phase. So you
|
||
|
|
start, you do start to sort of build up your deck with, with different cards. And the more random
|
||
|
|
it becomes, and then the more money you earn, the less valuable, like the copper, the copper
|
||
|
|
bases are. Because now they're just lousy one, one money cards. And you're you're living in a
|
||
|
|
world of three money, two and three monies, or whatever it is. And so you start to do, you know,
|
||
|
|
the things start to lose their value in sort of the meat in the sense of immediacy. And even victory
|
||
|
|
points, well, from the start, their value less. I mean, they're very valuable once the end of the game
|
||
|
|
occurs. But during the game, they're they're just clutter. They're taking up space in your hand
|
||
|
|
that could be occupied by valuable money cards. And so that's the that's the strategy that you
|
||
|
|
have to sort of consider. You have to figure that out as you're building your deck. So the cool
|
||
|
|
thing about Dominion, I think, is that, well, I mean, it's a really, really fun game. First of all,
|
||
|
|
you can build, you can build several kinds of engines, as it were, within Dominion. You can
|
||
|
|
figure out what the correct combination of cards is, given the card selection on the table for
|
||
|
|
that game, which is different than the card selection in the game before. And it'll be different
|
||
|
|
from the one in the game, the next game that you play because it's, you randomize the card selection.
|
||
|
|
And so you figure out these, these engines. And sometimes you'll get the cards that you really
|
||
|
|
sort of are familiar with and like. And they have all the things that you want. They have all the
|
||
|
|
extra actions and all the draw new cards and all the buy extra buy phases. And other times you
|
||
|
|
won't get those, you'll get, you'll get a selection of cards that give you bunches of actions,
|
||
|
|
but only one buy phase. And so you have to kind of rework your maybe default strategy and think,
|
||
|
|
well, in this game, I never want to have more than exactly the amount of money that I have,
|
||
|
|
because I'll never be able to spend more than that, because I only have, I can only make one
|
||
|
|
purchase every turn. And then in other games, you'll be, you'll have an embarrassment of purchases.
|
||
|
|
You'll, you'll be able to make as many buy actions as you want. It won't matter to you,
|
||
|
|
but maybe you'll have something else that's missing. Who knows? So that's, um,
|
||
|
|
that's sort of the strategy. That's the, the variations that you're going to be dealing with in
|
||
|
|
Dominion. And it's a lot, a lot of fun. And I've seen people develop sort of engines that force
|
||
|
|
other players to draw, um, to draw cards. And so the idea there is that you're just going to keep,
|
||
|
|
you know, you're, you're forcing your, your other players to clutter up their hand with stuff that
|
||
|
|
they can't, they can't use. They know they can't use it. They don't want them, but you're forcing
|
||
|
|
them to draw more cards or engines that force people to discard cards. And then you're starving
|
||
|
|
them, right? So your, your, your opponents might have a great hand, but then you play this militia
|
||
|
|
card and forcing them to draw down, you know, to discard two cards. And suddenly they've got a much
|
||
|
|
less great hand and so on. So there are, there are lots of avenues to success. There are lots of
|
||
|
|
different ways to play the game. There are different ways to enjoy the game too. I mean,
|
||
|
|
everyone likes to win, but not everyone has the same win condition. So I mean, I've definitely
|
||
|
|
played games of Dominion where I don't, I'm not prioritizing the, the, the publicly recognized
|
||
|
|
definition of, of winning Dominion. Uh, and instead I'm curious as to whether I can successfully
|
||
|
|
build a strategy or an engine around this, you know, the, the, um, I forget the name, the, um,
|
||
|
|
artisan card. You can, can it be done? What happens if, if we do that or, or what happens if we
|
||
|
|
really, really maximize the use of, um, the century card? What, what, how does that affect the deck?
|
||
|
|
So there's a lot of just sort of, I guess, exploration of components in Dominion that, that makes it
|
||
|
|
enjoyable in a way that maybe doesn't, you, you might not expect it first.
|
||
|
|
The gameplay itself is really clever, I think, because it has, it has a bunch of constraints
|
||
|
|
on top of it that, that other games, um, have to handle in a different way. Dominion does it by
|
||
|
|
saying, well, you can all, you can only draw five cards at the beginning of your turn,
|
||
|
|
and that's all you get. You only get one purchase, um, action, you only get, or one purchase phase,
|
||
|
|
you only get one action, and then it lets you break all of those rules, but you, there's always a
|
||
|
|
cost to do that, and so on. So, um, you know, the way that, for instance, magic, the gathering,
|
||
|
|
limits your, your ability is during a turn is essentially through the mana mechanic,
|
||
|
|
and you only, you can only play one land per turn, and so you have to build up mana base
|
||
|
|
before you can start doing more powerful, the most powerful actions you've built into your deck,
|
||
|
|
and you also don't know when those things are going to happen, so the deck is kind of, the randomness
|
||
|
|
of your deck is a component that you have to account for, and sometimes you're going to draw
|
||
|
|
that nine mana creature that you, at the wrong time, you'll draw that really in the game,
|
||
|
|
and you'll never be able to play that, because by the time you get nine mana, that card's long gone.
|
||
|
|
Now, you might have built your deck with some recursion, and, and so on, but, but generally speaking,
|
||
|
|
you know, that, that can happen. Um, whereas in Dominion, it's a different mechanic, it's a different
|
||
|
|
sensibility, because you know in Dominion that your deck is just going to keep cycling around,
|
||
|
|
so you know that if you have that one card in your hand, that you really, really want to come up,
|
||
|
|
it'll come back up, you just keep cycling your deck, and so it will definitely appear again,
|
||
|
|
whether it will appear in conjunction with another card that you want to use it with,
|
||
|
|
well, you just have to buy more of those cards and try to increase the probability of you drawing
|
||
|
|
those cards together then. Does that, does that go well with your overall strategy? Maybe, maybe not.
|
||
|
|
So, there's, it's a really, really clever way of pacing in Dominion, that I really admire.
|
||
|
|
I think it's, um, it's quite cleverly done. It's, you know, it can be frustrating, it can be rewarding,
|
||
|
|
it can be all those different things, and Dominion is often cited as, um, sort of the,
|
||
|
|
the flat rate magic, the gathering game, which always used to confuse me, because I thought,
|
||
|
|
well, that's, it's nothing at all like magic, the gathering, except that it's a deck building game,
|
||
|
|
but now that I know how to play it, I understand a lot more of why people would say that it kind of,
|
||
|
|
I guess, scratches this, maybe not the same itch, but a similar itch as magic, the gathering,
|
||
|
|
because it does have that deck building. You know what's in your deck, you're designing your deck to
|
||
|
|
have synergy, and you're ideally leveraging the cards that you've put into your deck, um, you know,
|
||
|
|
to, to construct these little in-game engines that produce value for you, whether that value is
|
||
|
|
more turns, or more purchases, or more money, it just kind of depends on, on what you're, what you're
|
||
|
|
building. So Dominion, it is a really cool game, it comes as a base set for probably, I don't know,
|
||
|
|
let's say 50 US dollars, 80 New Zealand dollars, it's got a bunch of cards, it's got lots of
|
||
|
|
different kinds of actions, so there's, there's actions where you can look at cards in your deck,
|
||
|
|
and then replace them in any order, there's actions to draw new cards, there's actions to put a
|
||
|
|
negative one victory point into your opponent's deck, there's actions to force people to discard cards
|
||
|
|
and so on, so there's a lot of different sort of abilities, and, and so that, that gives you a lot
|
||
|
|
of variety to work with, and that's just the base set, there are lots and lots of, lots and lots of
|
||
|
|
expansions with different, yet different kinds of cards, so there are expansion sets with, you know,
|
||
|
|
with different themes, so intrigue, you might have, I don't know, let's say a, a thief mechanic,
|
||
|
|
where you, you get to, look at the top card of your, top couple of cards of your opponent's deck,
|
||
|
|
and if it's a, if it's money, you get to steal the money, or, or something like that, and actually,
|
||
|
|
I think that is a card, and I think it is in the base deck, but you get the idea, there's, there's
|
||
|
|
more cards, more abilities, more ways to break the rules, and lots and lots of different,
|
||
|
|
like probably 10 expansion decks, so, so if you get bored of your base deck, you can always
|
||
|
|
expand, and try new cards, and try new strategies. It's a great two-player game, it's a great
|
||
|
|
four-player game, that's, those are the two configurations that I've, that I've played the game
|
||
|
|
in, and I highly recommend it, it's a lot of fun. There's probably a whole other episode
|
||
|
|
talking about sort of the way that Dominion presents itself, I think that's an interesting,
|
||
|
|
an interesting study, maybe too critical for an episode, I'll, I'll have to think about how to
|
||
|
|
sort of, maybe talk about that in a constructive way, but yeah, Dominion, it's a lot of fun,
|
||
|
|
it's genuinely a lot of fun, I highly recommend it, if, if you've been, if you, if you are intrigued
|
||
|
|
by, by the idea of either deck building, or sort of using the components of a game,
|
||
|
|
to sort of build your own mini-games within the game, then I, I think Dominion could be
|
||
|
|
an interesting thing for you, so I do, I do recommend it, I think it's a lot of fun,
|
||
|
|
if you've never played it, and you just kind of want to try it, you can go to, I think,
|
||
|
|
Dominion.game, or Dominion.games, plural, I'll have to put that in the show notes either way,
|
||
|
|
there, but there's a free-to-play sort of base set online that you can play, you can play against,
|
||
|
|
real people, you can play against bots, it's a lot of fun, so, if you don't, if you don't have
|
||
|
|
the physical set yet, or you're not sure you want to invest in the physical set, you can try it
|
||
|
|
out online, but I do recommend, well, I recommend both, but I definitely, I've, I've got the physical set
|
||
|
|
now, and it is, I was borrowing a physical set from some friends, and, and just liked it so much
|
||
|
|
that I went out and purchased the, the physical set, because it's, it's well worth the investment,
|
||
|
|
a lot of fun. So, that's it, that's, that's Dominion, thanks for listening to this episode of
|
||
|
|
HackriPublic Radio, I'll talk to you next time.
|
||
|
|
You've been listening to HackriPublic Radio at HackriPublicRadio.org. We are a community podcast
|
||
|
|
network that releases shows every weekday, Monday through Friday. Today's show, like all our shows,
|
||
|
|
was contributed by an HPR listener like yourself. If you ever thought of recording a podcast,
|
||
|
|
then click on our contributing to find out how easy it really is. HackriPublic Radio was found
|
||
|
|
by the digital dog pound and the infonomicum computer club, and it's part of the binary revolution
|
||
|
|
at binrev.com. If you have comments on today's show, please email the host directly, leave a
|
||
|
|
comment on the website, or record a follow-up episode yourself. Unless otherwise status,
|
||
|
|
today's show is released on the create of comments, attribution, share a light 3.0 license.
|