Dominion

Rating: 5 / 5

Box art for Dominion, the original deck-building card game, showing a medieval castle illustration.

I come back to this constantly and I think it’s because setup is so close to zero, shuffle ten kingdom card piles, deal starting decks, done, and that speed makes it the default answer whenever a night is running late or someone’s only got forty minutes before they have to go. It’s the game a lot of people, including me, cite as their gateway into the entire deckbuilding genre, and playing it now still feels like watching the blueprint for a dozen games that came after it.

The thing I appreciate more now than I did the first year I owned it is how the ten kingdom cards you draw each session function like a mini expansion pack of their own, completely reshaping the strategy landscape from one game to the next even with the same box. One session it’s an engine-building puzzle chasing a specific combo, the next it’s a straight race to Provinces with nothing fancy at all. I’ve heard the comparison to drafting Magic the Gathering more than once and it tracks, that same feeling of a shifting card pool defining the whole strategic shape of the session.

If there’s a real knock, it’s that base Dominion alone can feel thin after enough plays, the interaction is mostly indirect, you’re racing the same pile rather than attacking each other directly, and a couple of my group have said it doesn’t feel cutthroat enough for their taste. But between the trivial setup, the endless kingdom combinations, and how cleanly it teaches in one sentence per card, five stars, it’s the one game on my shelf I’d never consider getting rid of.

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