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Talkin' Trash to the Garbage around you...


Ed. Note - For starters, +5 awesome points if you know the song referenced in the title of our article. Secondly, throughout the article we'll be referencing different cards in the Dark Ages set (and there are a LOT of them). When possible, we'll try to include a picture of said card. For the sake of space and brevity however, you can head over to Dominion Strategy.com, a great site for all things Dominion, to peruse the full spoiler. 
Throughout its storied history, Dominion has gained hundreds of thousands of fans across the world. It has won almost every major gaming award in existence. It has produced both fantastic expansions (Seaside, Intrigue, Prosperity) and some awkward bastard children (*cough* Alchemy *cough*). In truth, DXV could have rested on his SdJ winning laurels with the next two sets and game would have survived. Luckily, he didn't, and rabid fans like myself and my gaming group thank him for that. 

Dark Ages brings a lot to the table, literally and figuratively. With a whopping 500 new cards (362 of those being new Kingdom cards), players could keep themselves occupied for months on end playing with nothing but this set. If they chose to do so, they would discover quite a few new mechanisms and central themes.


First, in a move that would make a notable reviewer happy, is the theme of putting things in the trash. Cards in Dark Ages will be hitting the garbage with alarming regularity; in many cases, a benefit will also be gained from said card hitting the trash: from drawing 3 cards, to getting a Duchy, to a free attack card. Secondly, are new piles: The spoils pile gives players a one shot +$3 card that is earned through various Attacks and Actions. There are also Ruins; these brown bordered cards are functionally better than Curses in that they give a minimal benefit, but cripple the efficiency of your hand just as well. Lastly, there are shelters: 3 cards that can be substituted into your starting hand in place of Estates. These 3 cards (Hovel, Necropolis, and Overgrown Estate) don't provide the VP of an Estate, but do give some nice benefits for non-terminal decks (+2 actions in the case of the Necropolis) or encourage you to trash cards for benefits, which only furthers/strengthens the theme of the set.

If all this weren't enough, DXV also tinkers with the "X turns into Y" mechanism and the 10 cards in a supply pile rule through the use of Madmen, Mercenaries, Rats, and Knights. Knights, for example, are a group of 10 different attack cards--each with a different name. All Knights have an attack that causes an opponent to trash a card between 3 and 6$ from the top of their deck, but the small differences between each character add a personality to them in addition to giving players an additional reason to purchase multiple knights (why not have the entire Round Table!!). Rats, on the other hand, bring the plague through a whopping 20 of them in a supply pile. While the Rats are great at thinning other cards from your deck, the inability for Rats to trash themselves means that you better find a way to domesticate them or fill your deck with traps so they don't become a problem. To round out the extra piles are Madmen and Mercenaries, cards gained from other cards (Hermits and Urchins respectively) if certain conditions are met or decisions are made. In each case, the gained card is immensely more potent, doubling your hand size (Madman) or giving you +$2, +2 Cards, and making opponent's discard.


Aside from new piles, bigger piles, extended piles, and alternate starting cards, there are some cards in the new set that are just plain fun to put in your set-up:  for the Monty Python fan in your gaming group, there is the aptly named "Dead Cart" as well as "Wandering Minstrels" (though, if they belong to Good Sir Robin is any one's guess"). There is also "Poor House," a card that fills the 1-cost slot quite nicely. And, last but not least, is Graverobber, a combo lover's dream come true.

Despite the breadth of variety in Dark Ages, there doesn’t seem to be that overt “WOW” factor that’s been present in other, earlier expansions. As noted by another reviewer with whom I like to talk Dominion strategy, the central theme of trashing and upgrading isn’t particularly novice friendly. As anecdotal evidence, most of the newer Dominion players with whom I have used Dark Ages tend to get frustrated when told that they can’t voluntarily trash cards from their hand (to fellow gamers, this makes perfect sense, but the limitation placed on their decisions doesn’t sit well with casual gamers).
 

Overall, I think Dark Ages is a worthy addition to the Dominion canon, as it plays nicely with other sets and provides lots of things for aficionados and completists to discover. If, however, you are looking for a set to purchase after an initial pick up of Intrigue or the Base set, I would look elsewhere first. For what it’s worth, here are my favorite Dominion expansions:

  1. Prosperity
  2. Seaside
  3. Intrigue
  4. Hinterlands
  5. Dark Ages
  6. Cornucopia
  7. Alchemy

    As a fun challenge a few weeks ago, I challenged Dominion fans to make a Kingdom set based around their favorite movie(s). We had a few great submissions that we'd like to share with you: 

    GOONIES (Submitted by Rich Sommerer)
     Adventurer, Cellar, Secret Chamber, Wishing Well, Pirate Ship, Treasure Map, Goons, Bag of Gold, Tunnel, Band of Misfits 

    HUNGER GAMES (Submitted by Scott Bolderson)
    Tribute,Horn of Plenty,Mining Village, Forager, Scheme, Hunting Party, Tournament, Black Market, Cache, Spoils 

    PULP FICTION
    Ill-Gotten Gains, Golem, Goons, Thief, Band of Misfits, Conspirator, Herbalist, Highway, Contraband, Armory

    David Copperfield (book, not movie)
    Beggar, Coppersmith, Count, Moneylender, Cache, Tactician, Cutpurse, Mountebank, Highway, Bridge

    American History X
    Possession, Cultist, Mercenary, Minion, Rabble, Torturer, Black Market, Conspirator, Graverobber, Junk Dealer

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Anticipatory GenCon 2012 post

Thanks to the scheduling gods and the gracious invitation of InD20's Larry Fettinger to let me stay at his house (thus saving 900-1000$ in hotel fees), I'll be going to Gen Con again this year. This time, however, should prove to be quite a different experience, as I'll only be in a booth for a few hours of the convention instead of 8-9 hours a day like 2011.

Coupled with the fact that I'll be arriving at Larry's on Tuesday and sharing space with prominent and promising publishers (Seth and Michael from Tasty Minstrel, Josh & Adam from Chip Theory), reviewing royalty Ryan Metzler, and Ascension Archnemeses James and Jacob McCarthy. I'll have plenty of time to play games and wander around the vendor's hall and open gaming area. While doing so, I hope to meet up with some of the people with whom I interact frequently on twitter and play some of their games as well as some of the big name games that will be released at the convention. Listed below are but a few of the many games and things I hope to play and accomplish at this year's convention as well as the ones Scott hopes I bring back for us to play together.

GAMES TO BE RELEASED AT GENCON:


#1: Smash Up -- My main goal at conventions is not simply to pick up the hottest games for the sake of reviewing them, moreso they serve as a place to buy games that my wife and/or family can play together. Fortunately, AEG's Smash Up fits squarely into both categories. With it's intriguing "Shuffle building" mechanic, players can take a number of popular gaming tropes, combine them, and actively work to score bases and set off devious combos in hopes of scoring the most points. No, it doesn't look incredibly deep, but it does look insanely fun, and that's the most important thing in a game to me. 

#2: Seasons - The visibility of this game seems to be growing by leaps and bounds (and hopefully, some of that visibility has come b/c of my efforts to tell people about it), and I think this beautiful title by Asmodee might end up being a sleeper hit of the convention. Using beautiful art from Xavier Durin, Seasons takes the resource management of Magic: the Gathering and the drafting of 7 Wonders and mashes them together with a dice mechanism that dictates the progression of time and duration of the game itself. I played a pre-production copy of the game at Origins and came away VERY impressed, so I can't want to make it a part of my collection. 


#3: Dominion: Dark Ages -- Like many other tens of thousands of people around the world, I'm a Dominion addict; and this latest iteration from Donald X. has me salivating like Pavlov's dogs at any hint of a preview card or insider information. To date, we just know that the focus of the expansion will be upgrading and trashing. I was a big fan of the 3 card in Ascension that let you manipulate things in the graveyard/Void, so I'm waiting with bated breath to see what kinds of shenanigans can be pulled with these new kingdom cards and how the new Ruins card impacts play. I am not, however, looking forward to schlepping my big 3200-count box containing the entirety of Dominion collection through Hall D.


#4: Android: Netrunner -- (Scott) My gaming history goes back to the early days of collectible card games.  One of my favorites from back then was Netrunner.  I especially loved the cyberpunk-ish theme and I loved the two distinct play styles of the Runners and the Corporation.  When I recently heard that Fantasy Flight was going to bring back Netrunner, I was extremely excited.  I was a little apprehensive about it being rethemed into the Android universe.  However, the Twilight Imperium reimagining of Dune into Rex seems to have worked well, so I have the utmost faith that Fantasy Flight has not hurt my baby.  Also, I hope that it's successful enough that we see more than 2 sets for this edition.

#5 Aeroplanes: Aviation Ascendant  -- (Scott) Clunky title aside, we have a new economic game exploring the early 1900s by Martin Wallace, hooray!  Actually, Wallace's Automobile has been a favorite of mine since its release a couple years ago.  Aeroplanes covers a similar time frame, but apparently is a bit lighter and more forgiving than Automobile.  Hopefully that will help it come to the table a bit more often than Automobile does.

#6 Africana - (Scott) Africana is the new game by Michael Schacht, a designer whose games I've greatly enjoyed over the years (Zooloretto, China).  In Africana, players are going to be travelling around Africa, going on expeditions in order to gain enough money to set off on a grand adventure.  I'm intrigued by the "Adventure book" mechanic, which Schacht borrows from his own Valdora.  Sounds like it will be a very fun game.

Other published games I'm looking forward to playing: 
  • Farmageddon
  • Alien Frontiers: Factions
  • Morels 
  • Sentinels of the Multiverse: Infernal Relics
  • Viva Java
  • Libertalia
  • Sheepland
  • Libertalia
  • Nefarious
  • Chicken Casesar
  • If I'm Going Down
  • Timeline: Discoveries
  • 7 Wonders: Cities
UNPUBs ON THE RADAR:

#1: Mars Needs Mechanics -- I met Ben Rosset briefly at Origins this year, and he seemed like a bright, passionate designer with whom I'd like to speak more. I, unfortunately, didn't get to play his game, Mars Needs Mechanics, but made a mental note to do everything in my power to play it at GenCon. MnM, from what I could deduce, is a set collection game that uses timing effects in order to allow players to build combos and be the most successful engineer. As a lover of engine-building games, the ability to build an engine (both literally and figuratively) in this game has be eagerly awaiting my turn to play it. 


#2: Swinging Jivecat Voodoo Lounge -- Loyal readers of this site will know that this game has been my White Whale since Origins 2011, when I fist saw it. I was within feet of multiple playthroughs of it at Origins this year, but never got the opportunity to play myself (though getting to play Princes of the Dragon Throne and Forge were pretty sweet consolation prizes) . Nonetheless, I didn't get to touch the martini glasses or the skulls, or the plastic monkeys... and that makes me a sad panda. In SJVL, players are hepcats in the club scene of the late 50s, and through careful usage of the cards they are dealt/acquire, they progressively build cliques in the four areas on the Lounge. It's abstract-y to a point, but still maintains a hilarious theme, (i.e. it's right up my alley.)


#3: King of Tokyo: Power Up -- Though I'm sad that the expansion to one of my favorite games of 2011 got pushed back from GenCon to Essen, I am pretty pumped that IELLO will have demoable copies at their booth. For those who haven't been obsessively following the news about this expansion, Richard Garfield has appeased the throngs of players clamoring for individual character powers. In Power Up, characters may activate a specific character power by rolling 3 heart symbols. After this is done, one of the character's cards is flipped up and subsequently gives them powers to use throughout the game: The Kraken might make a player lose health and VP, the Cyber Bunny may steal energy cubes with an attack, etc etc. And, while all this sounds pretty cool, the inclusion of an additional character named Pandakai ups the "want" factor on this game to 11.

Other UnPubs/Not Yet Released games that should be on your Radar:
  • Empire Reborn
  • Dominare
  • Innovation: Figures in the Sand
  • Chaos & Alchemy
  • Forge
  • Heartland Hauling Company
  • Hexploration
  • Take The Bait 
  • Compounded
  • Fleet
  • Mice & Mystics
  • Biomechanical Dino Battles
  • Castellan
  • Crude: The Oil Game
  • SolForge
OTHER NEFARIOUS PLANS TO SET IN MOTION:
  • #1. Find someone who can beat Christopher Badell in one of Heartland Hauling's infamous "Mustache/Beard-offs." I doubt this can be done, but I'm going to find someone who can; maybe George R.R. Martin.

    #2. Get more visibility for my "Strip King of Tokyo" tournament scene.
    (joking, completely joking)

    #3. Test some of my current prototypes, including Aches & Brains, Gyre, & Slide Rulers 

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