Card Games
How to play Dominion
Buy cards into your own deck, improve its purchasing power and turn it into victory points before the supply ends.
What you need
Base cards, ten selected Kingdom piles and trash area
Set up the game
- Each player shuffles seven Copper and three Estates, drawing five. Set basic piles and ten Kingdom piles; victory piles use eight cards at two players, twelve at three/four.
- Use the printed First Game selection to learn. Randomizers identify piles and never enter decks.
Playing Dominion
- Start with one Action and one Buy. Play Action cards as permitted, following instructions in order; extra Actions allow more.
- In Buy, play Treasures and add Action money, then buy within your money and Buy limits. Unspent money does not carry over.
- Normally bought cards enter your discard. Cleanup discards played cards and remaining hand, then draws five. Shuffle discards only when drawing requires an empty deck.
- Trashing removes a card; discarding does not. Card instructions can override basics.
- After the current turn, end if Provinces or any three supply piles are empty. Count victory points in every part of each player’s deck. Highest wins; ties favor fewer turns, otherwise remain tied.
Money is not another Buy
With five money and one Buy, you cannot purchase both a three-cost and two-cost card. You may buy one card costing up to five. Buying a three-cost card leaves two unusable money unless you gained another Buy.
Watch supply endings
Three nearly empty piles can end a game before the expected Province race. Check public counts before spending a turn improving an engine that may never shuffle again. Keep cards played this turn visible so Actions, Buys and money can be verified without reconstructing every decision.
Use the discard pile deliberately
A gained card will matter only when it cycles back into hand unless a specific card says otherwise. Think about your remaining draw pile before purchasing another engine piece. A powerful card bought too late may contribute no effect before scoring, while a victory card contributes its points wherever it sits.
Beginner decisions
- Several terminal Actions can compete for your single Action. Buy effects you can actually play, not just a hand full of attractive text.
- Green cards usually score without helping future turns. Buying too many early can reduce later spending power.
Common rule mix-ups
- Drawing purchases directly into hand.
- Shuffling discards every turn regardless of draw needs.
Questions about this game
Must I play all Actions?
No. You may stop.
Does unused money accumulate?
No. Treasure cards cycle through the deck; a turn’s money disappears.
Sources and edition notes
Dominion second edition base set, Rio Grande 2021 printing. No expansions.
Sources and stated format checked October 14, 2026. This records a document check, not a claim of hands-on testing.
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