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.

Burger Joint & the small Dominion expansions.

I received a review copy of the two-player game Burger Joint from Rio Grande a few weeks back, but wanted to play it a few more times before offering my thoughts. The game is extremely simple and the mechanics work well, but my wife and I didn’t find it engaging and thought the number of usable strategies was limited; however, it might be an ideal game for younger players because it’s so clean and simple to pick up and involves (mostly) things with which they’re already familiar.

The game’s concept is that two restaurateurs are competing to be the first to build a chain worth 12 total victory points, achieved by upgrading burger or pizza joints to diners and diners to bistros. He builds or upgrades these restaurants by taking resources – cubes in six different colors which loosely parallel ingredients you might find in burger or pizza joints – which are placed in the center of the game at the start of each turn, allowing players to select the cubes by alternating selections one by one. A player may store a maximum of seven of these cubes at the end of each turn, and since the requirements for a diner (four cubes of four specific colors, differing slightly for each player) differ greatly from those for a bistro (three cubes of each of two specific colors), there’s some resource management involved from turn to turn, possibly the most important part of the game.

Bistros are potentially worth the most points but the player can sacrifice some of those points to acquire a bistro with a special skill, such as the ability to exchange one or two cubes for a random cube from the bag, or for a cube of a specific color; one bistro is worth 0 points, one is worth 3 and has no special ability, and several are worth 2. Diners are worth one point apiece. A player’s third, fifth, and sixth burger/pizza joints are each worth one point, although a player may lose those points by upgrading some of those buildings to diners.

There’s one other way to obtain points – buying “publicity,” which utilizes cubes that the player doesn’t need for buildings (but that the other player does). Each level of publicity purchased allows the player to steal one cube from his opponent, but it takes several levels of publicity to get just one victory point and twelve to get to four victory points.

The cube requirements to build each building type and to obtain publicity are extremely well-balanced, and even with the randomness of drawing eight cubes from the bag each turn to split between the two of us, we didn’t finish any game with a score more lopsided than 12-10. The rules are well-written and very straightforward, and other than one quirk in how cubes are distributed to the central board from the bag – each player has exclusivity over certain colors depending on which diners each player owns at that moment – there’s no forced complexity to balance the game or make it harder for one player to pull ahead.

That extreme balance may be part of why we didn’t fall in love with the game, though. There seemed to be one basic strategy, and by the third game we noticed we’d converged on the same set of decisions. We both felt publicity wasn’t worth the heavy resource expenditure, which would probably mean eschewing the 2-point plays available in the bistro column. Each level of publicity requires three cubes, and on average it’s nine cubes per publicity point, while a bistro that might be worth 2-3 points only requires six cubes, and a one-point diner requires four. Because the colors required for publicity differ so heavily from those required for diners or bistros, it’s largely one or the other, and we didn’t feel like the publicity track was a good investment.

As a result, we just played for bistros, and the only real decisions there were when to go for the higher-point ones as opposed to the lower-value ones with better cube-exchange abilities. There’s some strategizing involved in cube selection, but again, we both figured it out fairly quickly…

…which makes me think this game might be ideal for younger players, for whom the level of strategic thinking required is just right. I can’t imagine that it would take an eight- to ten-year-old more than a few minutes to grasp the basic concepts here, and the short game time (under a half hour) is perfect for the attention span of a child*. It’s also very portable, with three small game boards (one per player plus the central board for cubes) and a bag of wooden cubes, and simple to set up and put away. For adults, however, I just think it’s a little light and ended up feeling repetitive after a few plays.

*Admission: I have a short attention span, which is why my blog posts are roughly 1/3 to 1/2 a posnanski in length.

One of you commented on my Small World review that the BoardGameGeek store – which looks like they hired a bunch of Geocities customers to do their web design – sells some limited-edition expansions for that game and for Dominion. I ordered them all and we’ve used the Dominion expansions, comprising three new cards, several times already.

The best of them by far is Black Market, a Kingdom card where you create a separate “black market” deck that includes some selection of Kingdom cards not in use in the current game – so if you decided to leave out Market in the ten cards you’re using, you could stick a market or two in the black market deck and still have them available. When you play a Black Market card, you draw the top three cards from the black market deck and may choose to purchase one of them; whether you purchase it or not, you get +2 coins for that particular turn, so the downside is still solid.

The Stash card is a new treasure card with value 2 and cost 5; when you reshuffle your deck, you can place the Stash card wherever you want. I could see someone buying a few of these and loading the top of the deck with them to ensure they come up in the next draw, but buying just one or two didn’t make much of a difference because you never know the order of the rest of the cards in the deck.

The Envoy card was our least favorite. You draw the next five cards and one of your opponents gets to select one for you to discard, after which you take the remaining four. How this is preferable to Council Room or even Smithy is lost on me, and the fact that Envoy doesn’t give additional actions isn’t helpful.

It looks like at the moment you have to order the Dominion expansions through some eBay listsings accessible through the BGG Store link above. If you’re a regular Dominion player as we are, the Black Market card is worth trying (and it comes with Envoy), but I’d probably give Stash a pass.

Dominion (board game).

Dominion, the most recent winner of the prestigious Spiel des Jahres (Game of the Year) award, is a card game for two to four players in which players build a deck of cards through which they’ll cycle repeatedly, using money cards to buy new cards that grant the player more actions, more buying power, or the victory points used to win the game. It’s one of the hottest games going right now among fans of German-style games and ranks sixth on boardgamegeek’s master ranking of games, determined by user ratings.

A turn in Dominion comprises three basic steps: play one or more action card from your hand, buy one or more cards from the supply, and clean up the mess you just made in front of you. You end each turn by drawing the top five cards from your deck, and those cards constitute your hand for your next turn; when your deck runs out, you shuffle your discard pile and begin drawing again, so except for a few special cases when you acquire a card it’s yours to keep.

There are three major card types: money, actions, and point cards. You can use money cards to buy any type of card on the table, including more money cards (copper cards have buying power of 1 and cost 0; silver have buying power of 2 and cost 3; gold have buying power of 3 and cost 6). Your total buying power on any turn is determined by which money cards are in your hand, so you can have plenty of money cards yet be unable to buy on a turn because you didn’t draw them, leading to two strategic considerations – the ratio of money cards to other cards in your deck, and whether it’s better to have lots of copper cards or to concentrate your buying power in silver and gold. You need point cards to win the game, but they have no active function during the game and thus drawing one is a wasted spot in your hand.

The action cards, shockingly, are where the action lies in the game, although more action cards is not necessarily better. Dominion comes with 25 different action card types, but in any particular game you only use 10 of these, which may come from a predetermined set or be chosen at random, leaving you – assuming I did the math right – 3.2 million different combinations, meaning that the game need never be the same twice if you so desire. That in turn means that you can’t approach Dominion with a single strategy, because some games will be more skewed toward action cards that provide you with additional buying power when played, while others may be heavy on cards that grant you extra actions (fun, but not always practical unless you have a deck full of action cards), and so on. Some cards’ value is fairly straightforward; for example, the Village card grants you two more actions and the right to draw a card, but since you have the right to play one action card every turn, the net result is just that you get to take an extra action, which might be useless if you’ve got four money cards in your hand. Choosing the right action cards, including the right mix of action cards and then the right mix of action versus non-action cards, is the key to the game, but the variety of setups mean that there’s no single right answer, and even within one specific setup there will usually be multiple ways to win.

The artwork is nice enough, but the names of cards typically have no connection to the benefits each card provides (why would a village allow you to draw a replacement card and take two more actions?), so you’re not building a “dominion” as the game’s description implies – just a deck. There’s less imagination involved in playing this game than there is in Stone Age or The Settlers of Catan, although I’m sure that’s only a drawback for a limited number of players. Setup is simple if you use the tray and guide to put the cards away after each game, but that in itself is a process so you’re going to lose some time in either setup or cleanup whenever you play. Two-player games take us under an hour; having the third player added a little complexity with the small number of “attack” cards in the deck by increasing the incentive to buy and use such cards, but we can also now say with some certainty that it’s a quick game to pick up, since all three of us grasped it quickly.

The lone negative I can see in the game is that there is one very simple attack that works most of the time if you’re the only person executing it – spend the vast majority of your turns buying silver/gold cards and, when you’re able, buying the Province cards (which cost 8 units) that give you 6 Victory Points apiece. When the pile of Province cards is exhausted, the game is over, so if you buy more than half of those, it’s extremely difficult for anyone to beat you through the lower-value point cards. The strategy won’t work if multiple players chase it, and the Gardens action cards throw a wrench in it, as can the Thief action cards, but it’s simple and straightforward enough that it almost felt like a hack. Against experienced players, it would be worthless, but it could really mess up a casual game night. Beyond that objection, I strongly recommend Dominion, especially if you find games like Settlers of Catan or Stone Age intimidating.

Speaking of Settlers of Catan, I came across an article from Wired, written in April of 2009, on the game’s rise in popularity so long after its initial release, unusual in any business but even more so in one as seemingly dormant as boardgames, with notes on the history of the game and why German-style games are becoming more popular. (It also includes a great phrase for deriding older, “classic” board games: “roll the dice, move your mice.”)