More from Dominion designer Donald X. Vaccarino.

By now you’ve probably seen my piece on the Zack Greinke trade. I want to thank all of you who’ve reached out to me to comment on the section on Greinke’s battle with anxiety disorder. I have been bothered by the way Greinke, Joey Votto, and other players with mental illnesses have been depicted, and this seemed like the appropriate time to discuss it.

I talked via email to Donald X. Vaccarino for last week’s mental_floss article on the making of his hit game, the Spiel des Jahres-winning Dominion, but ended up with far more material than I could use in that one piece. Here’s some bonus footage from the email exchange, covering some game details like cards, strategies, and which expansion to buy first. (Anything in bold/italics is mine; the rest is Vaccarino.)

Anything specific about the game that you love?

Dominion has a really nice solution to a classic game problem – or rather, a classic problem of the kind of game I tend to make. You have games where you play a card with a rule on it each turn, and it sits around in play for the rest of the game. And there are say four players. So after five turns, there are twenty cards in play. It’s impossible to pay attention to everything, to even make sure the rules are being followed. And well there are several things you can do to address this problem. Dominion’s solution is to hide away those cards in your deck. This is just a great solution. It drastically lowers the complexity of the game in this trivial way. Of course it’s not a solution I can generally use, without the game ending up as a Dominion variant.

How about your favorite cards?

My favorite cards from each set so far, as of this moment: Throne Room, Pawn, Smugglers, Apprentice, Peddler.

Thoughs on the so-called Chapel strategy?

Chapel is a powerful card; probably no other card will get to be as powerful for its cost. This was not a secret when working on the main set; I felt that the card added a lot to the game and was worth doing. The differences between it costing $2 and $4 were small, and favored it costing $2.

Note: The Chapel strategy involves using Chapel cards to strip down your hand so you’re running a very small deck stacked first with Silver and later with Gold cards, so you can buy a Province card on nearly every turn. It’s controversial because it’s you’re deck-destroying while you’re deck-building, and it can be tough to defeat without certain Kingdom cards available to opponents.

Recommendations for rookies?

For new players I recommend having a strategy, and not neglecting treasures.

Which expansion should people buy first?

Intrigue was specifically groomed to be the first expansion. I’d get it first. If for some reason you don’t want it, get Seaside (53% off at amazon right now) first. Both sets are simpler than Prosperity and Alchemy. I expect Prosperity to be more popular, but the changes it makes to the game are more exciting when you’ve already played the game without them for a while.

Coming Monday: My review of Harry Potter and the Deathly Hallows, Part One.