r/dominion Jun 10 '26

News Farm now available on BGG Store

47 Upvotes

Available for the first time in English in print.

Farm is mechanically the same as Harem from Intrigue.

It features a new name and new art although the woman on the card is once again modeled after early Domion developer Valerie Putman.

https://boardgamegeekstore.com/collections/frontpage/products/dominion-farm

EDIT: It seems like it sold out in less than 8 hours.


r/dominion May 15 '26

News Dominion: Arcana description posted

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158 Upvotes

r/dominion 10h ago

Fan Card Hoard

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7 Upvotes

The opposite of my card from yesterday.

Rules clarifications:

  • This only affects discards from your hand, not from play or elsewhere.
  • The discard still happened, so reactions like Tunnel will trigger as normal.
  • Discard attacks work as normal, except you get the cards back later (and you get debt).
  • If the card moved after being discarded (e.g. Biding Time), Hoard will fail to set it aside, but you will still get the debt.

r/dominion 1d ago

Fan Card Frugality

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16 Upvotes

Starts out useful, turning Estates into Coppers, perhaps even better than Coppers if you can draw them multiple times. Becomes worse as your deck improves. Once you buy it you're stuck with it for the whole game, so you need to decide if the early boost is worth the late slowdown.


r/dominion 1d ago

Other News on Arcana?!

24 Upvotes

Posting again - and I did check the discord channels but don’t see anything.. desperate for news!


r/dominion 2d ago

Other MechanicMaxxing Dominion

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38 Upvotes

Have you ever thought,

"I really wish this kingdom had more ways to flesh out my deck and/or make the game confusing as possible"

Well look no further to the completely legal and plausible kingdom you, yes you! can create to play with your equally mechanic parched friends! To ease the decision making (and provide sanity), only one of each type of landscape card is used. For cards, anything that involves a mat or additional setup is prioritized.

Our starting 10 cards are:

Island (Sea), requires island mat!

Native Village (Sea), requires native village mat!

Possession (Alc), requires potions!

Distant Lands (Adv), requires tavern mat!

Marauder (Dark), requires ruins and spoils and since it is now considered a Dark Ages game, shelters too!

Vampire (Noc), night card mechanic that comes with Bats and Hexes!

Pixie (Noc), comes with starting Goat and Boons!

Border Guard (Ren), requires Horn and Lantern (twice as nice!)

Wizards (Ally), to provide us a means to acqurie favor tokens

Mountain Shrine (Sun), requires debt and omen tokens as well as a prophecy!

Unfortunately there are no Prosperity cards to justify using Colonies and Platinum, (but we can include them anyways)

With these excellent kingdom cards one may be fully satisfied with choices. Especially if we add additional landscape cards:

Landmark - Baths for the victory tokens, and being rewarded by choosing to buy nothing

Event - Inheritance (Adv) for the estate token

Project - Exploration, to utilize coffers and villagers without a card

Way - Camel, to utilize the exile mat without a card

Trait - Cursed, to give loot and curses without a card

But even then are we still left with a choice for a Prophecy, which can be none other than...

PHASE 2 - Kamikaze

By selecting Divine Wind as our Prophecy we must "randomly" choose 10 additional Kingdom cards to completely replace our first, beautifully crafted 10 Kingdom cards. At this stage we are trying to fit as many cards and mechanics into the 10 Kingdom cards:

Herald (C&G), for the overpay mechanic

Castles (Emp), for the split pile and victory counting cards

Peasant (Adv), to allow us to develop our cards into new, more potent cards. Namely the teacher which requires use of the four +1 tokens

Exorcist (Noc), gives us the three spirit piles to acquire cards from

Necromancer (Noc), gives us the three zombie cards in the trash

Sleigh (Men), allows us to acquire horses

Joust (C&G), to offer additional choices through rewards

Knights (Dark), compelling random split pile fun!

Fishmonger (Sun), offers the cool shadow card mechanic!

Lastly, Young Witch (C&G), which has a setup requirement to be an unused kingdom card costing 2 or 3 for banes. We shall choose the Riverboat (Sun) which has a setup requirement for an unused kingdom card costing 5. Hello Ferryman (C&G)! Hey you too require a setup requirement for an unused kingdom card costing 3 or 4! Let us choose Black Market (Promo)! NOW, WE MAY FINALLY HAVE CHOICE IN OUR GAMES!

Oh yeah and it's 5-6 players so, 4 pile mechanic.


r/dominion 2d ago

Digital Can you win on this turn?

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9 Upvotes

This was a cool puzzle I found myself in.


r/dominion 2d ago

Fan Card [Duration - Treasure] Conjured Riches

0 Upvotes

This is a bit of a mind bending card but I think it has some cool implications. In many kingdoms, this is a single use +4 coins. (still occasionally worth a buy for the sake of deferring money for future turns). However, when paired with cards like archive, gear, innovation, save, or prince, you can trigger repeat usages - many times replaying the card immediately.

This card is exceptionally hard to balance due to the wide range of "set-aside" effects, but I still think it's a neat concept.


r/dominion 2d ago

Physical New player with Intrigue + Base Cards looking for recs

2 Upvotes

My family is pretty new to Dominion. Two of my kids got excited about it after playing with some new friends and their base set, got me excited when they told me about it (I had played Intrigue 1E once years ago), and I proceeded to play the Steam version until I could beat the Medium AI (which was surprisingly difficult). We had been trying to get my wife and other kid to try the app so they could see if they liked it but have been unsuccessful so far. We're still holding out hope.

Since then, my wife and two of the kids (including the one who hasn't played yet) went on a trip for over a month (they're still gone) and the other one and I needed stuff to do together so I thought I'd get Dominion. I had thought I saw that Intrigue was standalone (and remembered as such from my first time playing years ago) and could be playable by 5-6 players, which would mean we could potentially play with the whole family if they got on board, plus I wanted more potential for variety when playing with our friends. So, I ordered Intrigue 2E. It came. I opened it. I ordered the Base Cards set with just base Treasures, Curses, and Victory cards. It also has Potions, Platinum, and Colonies.

My son and I have played a few games of Intrigue now (once with Platinum and Colonies) and are looking forward to using it in combination with our friends' set this weekend when we go over to their place for board games. The thing is, I'm already thinking about the next set we get, but also worried about the complexity of Intrigue being a barrier to entry for the family members that haven't played yet. My present son and I agree that we really need to get them to play with our friends' set to introduce them to it, but from my perspective I'm already thinking of other expansions to enhance the game experience. I'm still hesitant to get a set that's redundant with our friends', but I'm also hesitant to get a set that amps up the complexity too much just yet. That said, what are your suggestions for a second set? Thanks in advance.


r/dominion 3d ago

Fan Card Perfectly balanced?

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33 Upvotes

r/dominion 2d ago

Fan Card Reflect

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0 Upvotes

r/dominion 2d ago

Digital Is my game glitched? Where is the computer getting so many actions?

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0 Upvotes

How is it that the computer was able to play a throne room after the 1st Guard Dog?


r/dominion 5d ago

Other Made a little Dominion cards Venn diagram quiz and thought y'all might enjoy

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48 Upvotes

r/dominion 5d ago

Fan Card Proposed Alchemy second edition, featuring Magician and Shadow cards.

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24 Upvotes

Hi everyone! In the past few months, I’ve been working on a little project: Alchemy 2E. I’d like to hear any thoughts you have about it! The rest of the post will explain the motivations behind these cards, and give rules clarifications.

General

Alchemy is the smallest Dominion expansion, it was rushed out in the early days of Dominion, and its best cards were plundered by other sets (Festival, Bridge, Wishing Well and Soothsayer were all assigned to Alchemy at one point). The Potion mechanic has sparked fascination, but in practice introduces a frustrating variance into the game. This, combined with some lacklustre cards, makes Alchemy perhaps the worst Dominion expansion.

Donald X tells us it’s unlikely we’ll see Alchemy 2E. However, I believe that the recent Shadow card mechanic allows us to fix the issue with Potions. The best of Alchemy can be salvaged.

The original set had a theme of Potion costs and “Action-chaining”. The trouble is that Action-chaining is the just the meta way to play the game, so I expanded the theme to more of a general “cares about types” theme, and added Treasured-based cards. Shadows Potion had to come with a return of Shadow cards, which now have a fancy new colour, and a shorter below-the-line text to make way for longer instructions.

I originally planned to just replace 6 cards, but I couldn’t stop churning out ideas, and ended up with a full-sized set (26 cards, 20 new).

Shadow Potion

The core concept of the Potion is to introduce second currency to the game, and currency given by Shadow cards is an interesting way to do that. It fits well with the theme of “shuffles are currency” of Potion, while avoiding the variance inherent in trying to collide potion with your money cards.

Shadow Treasures are really strong, they’re basically +1 Action + 1 Card cards that can’t be drawn dead. I’d price a Shadow Copper at $5, so having Potion at $4 arguably makes it worth less than $1, but the tempo loss from gaining Potion is significant, so I estimate the value of a Potion to be about $1.5, as opposed to $2.5 for the old potion.

The setup changes just make Potion cards fair and fun: 2-5 openings with a Potion always feel bad, and the extra pile means there will always be at least two potion-cost cards, so Potion is unlikely to be completely useless.

The fallen

·       Transmute

·       Herbalist

·       Familiar

·       Philosopher’s stone

·       Golem

·       Possession

I cut out 6 of the 12 original Alchemy cards. That’s a lot, but remember that Cornucopia lost 5 cards, plus the prizes. And I made worthy successor cards for all of them.

Transmute, Herbalist and Philosopher’s stone were all too weak. Familiar and Golem could have stayed, but they both have randomness that I dislike, and they were dropped when I figured out suitable replacements. Possession is possibly the most hated card in all of Dominion.

The survivors

·       Vineyard

·       Apothecary

·       Scrying Pool

·       University

·       Apprentice

·       Alchemist

I maintain that the rest of the original Alchemy cards are alright. Vineyard is very well-designed, and it’s hard to imagine it without the Potion cost. I’ve adjusted the costs of 4 out of 5 Potion-cost cards to balance the Potion buff, Apothecary stays at $2P because the Shadow Potion nerfs it. I considered removing Apothecary entirely due to its weakness, but I thought it fitted with the theme of revealing cards, and I wanted a cheap Potion-cost card.

New cards

P Phlogiston (Action Shadow)

“Oh dear, I’m so sorry your Hovel burnt down. Anyway, now we have room for my nice new lab.”

Originally it was a kind of Remodel that remodelled X cards into an $X card, it got reworked into this. I came up with the idea before seeing the recent “Wine Press” fancard, it felt almost uncanny to see that.

Pictured: Great Fire of London.

1P Dabbler (Action)

·       You play any number of Action Cards with different names from your hand, resolving each one before playing the next.

·       If you use this to play another Dabbler, resolve the effects of any cards it plays, then go back to playing cards with this Dabbler. The cards you play with the first Dabbler don’t have to be different named to those played by the second Dabbler.

Concept: anti-First Mate. I considered adding +1 Card or +1 Buy, but I wanted a 1P card, and this already seems too good for the cost. The inspiration for the Potion card is that this is generally something you want to get later on. It needs draw cards to  be really strong. I’ve seen recent debate over similar cards in this forum, do you think this is too cheap?

Pictured: John Napier.

 

2 Coastal village (Action Duration)

·       One of the 5 can be this card.

·       If you don’t have 5 differently-named cards in play, you discard this card at clean-up.

·       If you do, you must keep this in play and put it into your hand at the start of next turn (like Conjurer).

Alchemy is the Action-themed expansion, so here’s a village to play your actions! Also a good Vinyard synergy, if you can avoid discarding them. The +Buy is to help you get the variety, and buy more Coastal Villages.

 

2P Emerald Tablet (Action)

Payload card, nominally replacing Philosopher’s Stone. Rewards you for drawing the Potion.

 

3 Makeshift laboratory (Action)

·       If you couldn’t discard a card, +0 Cards.

“Makeshift lab” felt like a card in the Alchemy set. I made 10 different versions before settling on this one.

Pictured: The Lavoisiers’ lab, which was actually quite well-funded and not makeshift at all.

 

 

3 Magician (Action Shadow)

Thanks for your feedbacks on this! I nerfed the most overpowered case (Debt cards). I also thought about how horrible double-Magician openings are, your game basically depends on whether they are in the same hand. The Donald X way to deal with this would be to just make it cost 4, but this is a Shadow-themed set.

Pictured: Paracelsus.

 

3 Metallurgist (Action)

Turn 1: Buy $4 card

Turn 2: Buy Metallurgist

Turn 3: Draw Metallurgist+3 Estates. Ragequit.

(The chance of this is 1 in 495)

 

3 Humiliation (Action Duration Attack)

·       The topdeck is mandatory

Progress as a card. Not inspired by Cargo Ship, but that was used as a reference for balancing. I added the “on their turn”, to avoid this becoming oppressive with junking attacks (Kitsune-Progress :’-< ).

Pictured: The penance of Emperor Henry IV.

 

3P Privateer (Action Attack) V

I wanted a strong anti-big-money attack for the Actions expansion. The Potion cost is to prevent players from getting this too early. It was inspired by an early draft of Cutpurse that Donald X mentioned, where the attacker would name a Treasure to be discarded.

I had considered a name more related to Alchemy, especially after I saw someone post a “Privatier” card here, but this card just feels very “Privateer”.

Pictured: Three English privateers: John Hawkins, Francis Drake and Thomas Cavendish.

 

3P Astrologer (Action Attack)

·       If your hand is empty after playing this, you can’t reveal a card, so you don’t so each other player must gain a Curse.

Nerfed Familiar, inspired by Sorcerer. I think this is better than Familiar: Familiar was an annoying Attack and winning was often dependent on who managed to hit 3P first. In contrast, Astrologer is easier to obtain, but you need to build an engine and get a card that your opponent doesn’t have to have Astrologer curse reliably, which I think makes for more interesting gameplay.

 

4 Barber (Action)

You may trash a card from your hand. If you did, you must gain a card.

·       You can spend 0 money, but not a negative amount.

·       You can spend more money than you must spend to gain the card, if you so wish.

·       You can spend Potion money.

·       Debt isn’t money, so you can’t “spend” Debt, so you can’t use this to gain a card that costs more debt than the one trashed.

·       You can play Shadow Treasures from your deck with this.

A Potion-friendly remodel, inspired by Butcher and Change. This was the first card from the set that I came up with, I noticed that the official expansions tends to re-implement base set cards using the theme of the expansion (e.g. Rising Sun has Change, Craftsman and Daimyo which are like Remodel, Workshop and Throne Room but with debt). The “may” trash a card is to make a turn 3 hand of Barber plus 4 coppers less sad.

 

4 Transubstantiate (Treasure Reaction)

I considered a 5-cost version that also had +$2, I settled on this one because the giant $2 symbol squashed the text. What do you think?

Pictured: A very historically inaccurate depiction of the discovery of Phosphorous.

 

4 Road (Action Reaction Duration)

·       Revealing is when a card is when a card is affected by an effect that uses a conjugation of the word “reveal” (as explained in the text of Patron).

·       If you play on reveal or discard, you are still considered to have revealed or discarded the Road, and you still experience the consequences of doing so (e.g. you get 3 choices for Courtier), after you resolve playing the Road.

o   This means that even if you reveal a hand with multiple Roads for Menagerie, even if you play all the Roads, you only get +1 Card, not +3 Cards.

·       The playing is resolved immediately after revealing. So, if you are attacked with a Knight and reveal this, you can play it, and if you do, you must do so before trashing a card.

·       As per the Lose Track Rule, cards that move revealed cards are considered to lose track of Road when it is played, because it was moved by a prior external effect. Therefore, in the aforementioned Knight case, you can choose to trash the Road, but the Knight has lost track of it, so it will not actually be trashed and you will trash no cards.

·       Cards that are revealed are considered to be in “reveal land” and not in the place they were revealed from, so if you reveal a Road with Patrol, and play it as Way of the Ox, you do not draw the other revealed cards, as they are in “reveal land” and not in your deck, you instead draw from your deck, which consists only of cards physically on the table.

 

Fits the role of “defensive/Reaction” card, and its Duration draw makes it a “reliability card”. I had hoped this was strong enough to be viable without a synergy, and not overpowered with one. Nicely synergises with Makeshift Laboratory and Polymath.

 

4 Polymath (Action Reaction)

·       E.g. If you reveal a Moat and Militia, the types between them are Action, Reaction and Attack, so 3 types, so +3 Cards.

·       Reveal them simultaneously (to prove they are not the same card) and before you draw anything.

·       If you only have one card in hand, reveal it and +1 Card per type it has

·       “Attack” here refers to an Attack card.

·       See the Secret Chamber FAQ to see how the Reaction works.

A funky Moat/Smithy. I borrowed the Secret Chamber reaction to help you line up your initial hand, it felt appropriate here, it interacts with three of the four Attacks in this set in useful ways. I considered a version with +1 Action, which ended up as Makeshift Laboratory

Pictured: Hildegard of Bingen gets a divine revelation.

 

4P Cupboard (Action Duration)

·       If you have multiple buy phases in your turn due to Villa etc., this activates each time a buy phase starts.

Inspired by Cathedral and Crypt. For the name, I imagined a story about a lazy alchemist who throws things into a cupboard and shuts the door quickly, and then one day absent-mindedly opens to cupboard and everything falls out.

 

5P Amalgam (Treasure Shadow)

·       This counts costs immediately before, not after gaining the card (this matters for Destrier, Wayfarer).

The concept was “cantrip Horn of Plenty”. I considered a cantrip, a rest-of-game Duration and a Night-Shadow, but I went with this as “Amalgam” sounds Treasurey, and I didn’t want there to be just one Night card.

In games with this, you’ll have Copper, Silver, Gold, Potion and Amalgam itself, 5 differently-costed cards, plus probably a 6th from the other Potion-cost card. In some games, you’ll be able to gain Provinces with this, in others, no such luck.

Pictured: Amalgam being used to purify gold.

 

5P Pharmacy (Action)

·       If you somehow manage to discard a card during Clean-up due to a non-Clean-up effect, you can still set it aside. (Bonus puzzle: Can you figure out how to achieve this?)

Herbalist was too weak, so I buffed it to the max. I considered limiting the effect to just Treasures, or Actions, but it never let you set aside a Pharmacy because I didn’t want to enable an easy Big Money strategy, and I think that if you want a 100% reliable deck, you should have to work for it.

 

5P Chemist (Action Shadow)

One idea I had was Conclave but with +2 Cards rather than +2 Coins for $5. However, this has the problem it’s way better at the start than the end of your shuffle, so I made it a Shadow card, so you can kinda make your own shuffle luck. I also considered a version without the +1 Card.

Pictured: Antoine and Marie-Anne Lavoisier.

 

6P Automaton (Action)

·       If you reveal a Road from your deck, you may play it from the reveal or from the Automaton, but not both. If you play it from the reveal, you still stop revealing cards from your deck because you still revealed an Action card.

Replacement Golem, which retains the overall effect “+2 Cards +2 Actions”, and the general vibe of being chaotic good, while addressing the shortcomings of Golem (can’t play itself, risk of no +Actions prematurely ending your turn).

Pictured: The Mechanical Turk.

 

7P Homunculus (Action Duration)

Replacement Possession. A no-strings extra turn.

Pictured: Detail from the Possession art.

 

Abandoned ideas:

·       An alternative Makeshift Lab: $5: +1 Action trash or discard a card and draw to 5. Rejected for being too simple.

·       A versatile 2-cost code, some combination of +$2; or + 1 Potion; or +1 Buy; or +1 Card +1 Action; or gain a Potion; or topdeck gains. Would have been like Town Crier, and a strong Vineyard synergy.

·       A card with +2Buy on-gain, letting you effectively buy +Buys with money (live Travelling Fair)

·       A Shadow card gained to the bottom of your deck.

·       A Reaction card with a unique back that can be reacted from your deck.

·       A Reaction card that reacts to a card being revealed on your turns.

·       A Reaction card that draws up to 6 cards in hand (considered for Polymath).

·       New Ways to make Action cards stronger.

 


r/dominion 5d ago

Other Anyone else think platinum should be 4 coins and not 5? I find that the more I play with it the more it feels like it gives way too much money. Silver and Gold are 3-cost-seperated and Gold is one more coin than silver. Platinum is 3-cost-separated from Gold but gives two more coins than Gold?

7 Upvotes

r/dominion 5d ago

Fan Card [Project] Morning Market

6 Upvotes

I haven't thought too hard about the cost or interactions with other cards but I think this would be a cool shift for the purpose that treasure cards have in your engine


r/dominion 5d ago

Strategy Best base set strat (chapel, lab; sentry)

3 Upvotes

In the base set start silver chapel for 3-4 coin split or lab chapel for 5-2 coin split. Chapel all you can and get 1-2 sliver, 2 gold, 1 lab, and 1 sentry. Trash all estates and copper (having 1 or 2 copper while starting to green is fine, just use the sentry to trash them and chapel). I'm typically able to green around turn 7-8. Most games end in 12-14 turns. Tell me what you think abt it after trying it!!!


r/dominion 5d ago

Digital Dominion App Tutorial Video

2 Upvotes

I’ve started streaming some of my games on the Dominion App, and I figured it would be good to make some content to get new people into the game!

Let me know what you think about this video!

Cultiverse’s Dominion Tutorial


r/dominion 6d ago

Fan Card Folklore

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16 Upvotes

r/dominion 6d ago

Digital For today's victory I would like to thank my mom, my dad and all the banking institutions

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41 Upvotes

r/dominion 7d ago

Other Do Platinum/Colony have a positive or negative effect on the game?

14 Upvotes

My dad ended up buying Prosperity on accident (we thought it was Seaside, lol. Pirates, treasure, seems kinda similar) and I have to say I'm a skeptic on the expansion. I downloaded it on the app to try out before introducing x-pacs to our group. Some of the card designs, like City, Rabble, Bank and Grand Market are fun and probably independently worth having around. But I'm not sold on the large scale changes to the gameplay loop that prosperity introduces.

Generally speaking our group has a disparity in how much time and attention the players want to spend on the game when we aren't playing. I love to guzzle strategy guides and go deep on mechanics, whereas things are more casual for our other 3 players. Part of the reason this matters is that over time a skill disparity will arise between me and the other players. In games where there are good comeback mechanics things can still be exciting, but games where an early lead snowballs aren't fun for any of us. I love dominion, but the rich get richer and the poor get poorer in this game more and faster than I'd like.

It seems like Empires has some mechanics which fight against this tendency (nice!) but Prosperity in my experience so far has the opposite tendency.

So, Platinum and Colony. I can appreciate the more engine oriented and scaling playstyle they encourage, but it sure seems to me that Platinum snowballs hard. The first player to get a Platinum or two generally seems to be able to scoop up a majority of the colonies and win. And colonies have their own problems. Unless there's something very fast available, alternative win conditions like Duke, Gardens, Feodum seem not at all competitive with Colonies. We're new to the game but a lot of the other cards seem to have similar problems. Collection is way too much. Mint, Peddler, and Kings Court seem to have really bad snowballing issues.

I could selectively remove some of these and just keep the good stuff but it's not clear to me whether the overall changes to the gameplay formula actually make the game better or not. What's the opinion of you folks?


r/dominion 7d ago

Digital First DLC

5 Upvotes

Hell oeveryone. So I am playing this game for the past days. Now i am thinking to buy my first DLC, but as there are so many, i feel a bit overwhelmed. Which DLC should i buy first? I have to say, i am experienced in deckbuilding games , so complexity doesn't matter. When I asked google, they recommended Seafare or Prosperity


r/dominion 8d ago

Other Joad Returns!! (Dominion Randomizer - Reimplementation of Jack of all Dominion, now Jumble of all Dominion)

35 Upvotes

Jumble of all Dominion is now live in the Android Play Store. https://play.google.com/store/apps/details?id=com.meeplehearts.JumbleOfAllDominion

This is a full rewrite of the original Jack of all Dominion app. I aimed for full feature parity.

Notable changes:

  1. Now supporting the new expansions since Jack last released in 2022: * Cornucopia & Guilds 2nd Ed * Plunder * Rising Sun
  2. Dark mode!
  3. Search (for a card, expansion, card group, named or saved kingdom) promoted to a modal and a more robust UI
  4. Added a bunch more rule categories
  5. More card types (Command, Looter, Gathering, plus ones from new expansions)
    5.1. More other categories (Gain Horses, Grant VP tokens, Have Heirlooms, among others) 5.2. Added a Set page for each set 5.3. Added a Starred Cards page
  6. Translation The following languages are supported:
  7. Czech
  8. German
  9. Spanish
  10. French
  11. Italian
  12. Dutch
  13. (Note on translations: If there's anything that isn't translated, you can submit a PR to sumpfork's gitlab at https://github.com/sumpfork/dominiontabs with the appropriate updates and then i'll incorporate them into the app)
  14. I skipped some settings that seemed silly to me, and added a couple (like the ability to show Upgrade sets).
  15. Pretty dramatic rewrite of the entire point counter page

For a mostly comprehensive list of the differences between the original Jack and Jumble, see: https://gitlab.com/ecm85/jumble-of-all-dominion/-/blob/initial/differences_from_original?ref_type=heads

Thanks to:

  • u/f8tel and u/atg115reddit for their assistance during development
  • all the folks who helped during the closed and open betas
  • sumpfork for his excellent tab generator - i used his data (with permission) as the base for what i needed here

Please try it out and let me know if you have any feedback.


r/dominion 8d ago

Other My opponent was really living on the edge

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8 Upvotes

We were playing on Reckless, and they managed to finish their turn (and the game) without timing out. I watched it run down all the way down to this, so they must have had somewhere between :00.09 and :00.01 left


r/dominion 8d ago

Fan Card Execution

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10 Upvotes