Articles Analysis Dominion Diminished
 

Dominion Diminished Dominion Diminished Hot

dominionIt’s rare that a game makes an amazing impression from the very beginning, so when it happens, you remember it. I’ve only had a few games reveal how impressive they are right away. The Settlers of Catan was one. Power Grid was another that immediately appealed to me. And in the fall of 2008, Dominion did it again. A lot of other gamers were discovering the biggest recent event in boardgaming at the same time. It was easy to be caught up in the hoopla, and if you ask me a lot of that hoopla was justified. Dominion is a rare game that essentially invented its own genre. It borrowed liberally from collectible card games, but the final result was really unlike anything I had seen before in board gaming. After that first game, we immediately set up and played again. And so began my 2-year affair with Dominion.

And boy, was I ever into it. It dominated that holiday season for my wife and I. We would often set up and play three or four games in an hour. It got introduced to just about everyone we knew, and it had a very high success rate. The intoxicating blend of variety and quick playtime made for a game that made it to over 100 plays in just a couple of months. That rate will burn through any game, and as the weeks wore on I began to become worried about the game’s longevity. But then came Dominion Intrigue, released a mere six months after the original. It was one of the rare games I preordered from a local store. And so began the stream of expansions, a new one every half a year. Intrigue was followed by Seaside, which I received as a Christmas present that year. I preordered the smaller expansion, Alchemy, along with many other fans. And I think by that time, I was beginning to run out of gas.

Between Seaside and Alchemy, my wife and I welcomed our first child, and gaming time immediately took a nose-dive. Even when my wife and I had an evening to ourselves, my wife did not derive much relaxation from playing a game, so we did not play games together as often. But when we did play, we still played a lot of Dominion. Alchemy didn’t quite impress the way the first three releases did, but it kept us playing for a while. But our rate slowed by necessity. As the next expansion, Prosperity, was delayed for several months, I eagerly anticipated what many were calling the best Dominion expansion ever. It seemed like the perfect time to jump back into the game that had given me so much.

I didn’t end up getting it until my next birthday. By this time, my Dominion collection had grown far beyond that of other games. Since I had no interest in keeping everything in seperate boxes, I had resorted to a large white card box, usually used to collect baseball cards. In there, I was able to fit all of the cards and components, along with makeshift dividers and the stack of rulebooks. It even had room for future expansions with sleeved cards. But a curious thing happened as I sat down sleeving the next 400 cards from Prosperity. It occurred to me that I hadn’t really gotten to play Alchemy as much as I wanted to. And now that I thought about it, I hadn’t really played Dominion for a couple of months. Everyone else seemed to be enjoying it still, but my main Dominion opponent was now more interested in collapsing on the couch after our boy was in bed. And after a few weeks playing Prosperity, I made the decision that I could probably stand to not pick up the next expansion (already announced as Cornicopia) as soon as it came out.

I wonder how many Dominion fans felt the same way. With a new batch of cards to explore every six months, it was beginning to feel like all of the theoretical variety was totally academic. Sure there are several million different sets of cards, but I didn’t play most of them, and there were already hundreds of thousands when I only had two sets. It struck me that future purchases were just going to be thrown in with the pile, so to speak. Another challenge was that I needed at least some new cards to keep myself engaged, but the new releases didn’t really have an entry point for people who weren’t already neck-deep. And I never really liked it much as a game-night game anyway. I pretty much just played it with my wife.

The effect of this decision was a little like a couple who decides to “go on a break.” You think the space will be good for you, and you will come back into the relationship in a month or so, ready once again to face the challenges of coupledom. Of course, what really happens is that you realize that while you were neck-deep in that relationship, the rest of the world was passing you by. And you see that maybe you’re better off without that other person. When I took a moment to step away from Dominion, all of my little annoyances with the game simmered to the surface. Its determined abstractness, its unrelenting blandness, and its endless variation on the same basic card types never bothered me when I was playing three times in a row. But with a little bit of space, I felt like I never wanted to mess with it again.

I don’t really mean this as a criticism of Dominion. I’ve always been aware of its faults, and even mentioned them in an otherwise positive review. It’s brought a lot of enjoyment to a lot of gamers, and I would never begrudge them that enjoyment. I’m more fascinated how a game that I loved so much could so quickly lose my interest. At this point, with a little distance, I think that Dominion might end up being a victim of its own success. Releasing a new expansion every six months seemed like a good idea at the time, but after a point it becomes more than any reasonable person needs. So old fans might bail eventually, and new fans have a hard time finding an entry point. But without the constant glut of expansions, it’s easy to lose interest in a game that is still basically the same as it was when it started out in 2008. More importantly, I changed. My tastes mostly moved past efficiency games, which is really what Dominion is. And with the arrival of a child and a general desire to play new stuff, the game just got crowded out.

If you look in my game room right now, you’ll see it. It’s that big white box, beneath Mage Knight and Cyclades. Why do I keep it if I am  finished with it? I’m not totally sure. My wife still likes it, and we dust it off every now and then. I still have friends who like the odd game here and there. But I think mostly it’s nostalgia. I’ve invested a lot of time and money in my old friend Dominion, and we had a lot of good times together. It almost feels somehow unfaithful to get rid of it. As silly as it sounds, getting rid of it brings just a little twinge of guilt to my heart. So it sits, mostly ignored. It’s like photos of a friend whom you stopped seeing. You will see them in passing, and they are a part of you, but you can never go back to the way things were.

Above image created by "tiggers" on Boardgamegeek.com.

 


 

Nate Owens is a weekly columnist for Fortress: Ameritrash. He drinks too much coffee and likes the Star Wars prequels. You can read more of his mental illness at The Rumpus Room.

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Comments (14)
  • avatarChapel

    I played it a couple times, and thought it felt too much like Magic. I left that behind in 1997, vowing never to return, and I haven't. Dominion never gave me a nostalgic feeling, only the "gotta get them all" feeling that left me with a sour taste in my mouth back then. Still sour today. Dominion is wildly popular, but then again MtG is still wildly popular, just not my scene.

  • avatarSuperflyTNT

    Time exposes many hidden truths and bestows immense wisdom through hindsight. The fact is that the game is fun to an extent, but no matter how much you add to it, it's the same.

    I'm like that with a lot of games. I play them a lot, move on, come back to them 6 months later and the charm has worn thin. Maybe it's just that it's not "new", because I know I haven't mastered many games and I hardly ever win anything.

  • avatarSagrilarus
    Quote:
    its unrelenting blandness,

    Can blandness be unrelenting? I'm not sure it's up to the challenge.

    If you're no longer happy with it trade it away or make it a gift. The nature of the game is to be played 1000 times in three months and then retired.

    I think I'm the only person on Earth that has played Dominion exactly once. I enjoyed it, but I didn't see it as a must-buy and certainly not a must-buy-all-of-them.

    S.

  • avatarmikecl

    I managed to avoid the whole Dominion craze. I read about it, considered it, but never purchased or played it. I like heavily themed games and I have very few card games in my collection. Dominion just seemed like a pointless exercise.

  • avatarKen B.

    Dominion is an innovator. Yes, it took elements from Magic, especially the drafting notion. But it added a purchasing/action system that hadn't been done before at all, and forever altered the lexicon of games. Not many games can say that. It's easy to shit all over Dominion because of the hype train, but this was a rare bird where a game was bringing something new to the table and deserved the hype. It single-handedly created an entire subgenre of gaming. That's also something you can count on one hand that's even happened in the last decade or so.

    The only reason I don't play or talk about Dominion much anymore is that a few of its children have surpassed it greatly. But they wouldn't exist at all without Dominion. So I'm still grateful to the old girl for that.

    Then again, it did allow Donald X. to win SdJ this year for a pretty ultimately forgettable and almost shitty little game, so it's a double-edged sword...

  • avatardragonstout

    This article was surreal to read. Did I write it? I could have written the EXACT same thing, except not as well. I had the EXACT same expansion-buying pattern with the same expansions, had a baby at the exact same time, played primarily with wife, the same feelings after a break, I'd keep listing but it'd just be the whole article. I don't know whether this was a great review of Dominion, but it was at least a spectacular mind-reading demonstration.

    I still like Dominion the best by far, though, of all the deck-building games I've played. Like Magic, the base mechanics are so bare-bones that there actually is variety possible (compared to other deck-building games, not compared to Magic or other games where I prize variety; the entirety of Dominion has less variety than a single Magic set made for beginners), unlike e.g. Thunderstone which is content to add a number here and subtract a number there (which is admittedly still half the cards in Dominion too). I mean, good for Dominion for inventing a new mechanic, but what a dreary mechanic, inherently problematic due to shuffling (the designers of Magic have been deliberately trying to reduce the number of shuffles needed in Magic in the past year or so because they realized: SHUFFLING SUCKS).

  • avatarSan Il Defanso

    I didn't really mean it as a review. I already reviewed the game and the first couple expansions over at BGG, and I mostly stand by what I wrote there. My review of Dominion actually had the distinction of starting an argument, evidently requiring Octavian to step in.

    I was more interested in how a game that was so important to me could possibly tumble so far. I intended it less about Dominion as a game and more about how we move on from games. It's such an individual thing, and that sort of thing fascinates me in gaming culture.

  • avatarSpace Ghost

    I think that Dominion is still the best of deckbuilders, too. I prefer to play by just randomly drawing the cards being used and seeing what will happen -- usually can be quite a bit of fun. I got it for Christmas a couple of years ago; otherwise, I don't know if I would have ever got started with it. However, since having a baby in April, there hasn't been much of gaming happen in the household.

    As for Magic reducing the number of shuffles needed, I am of mixed feeling about that. I agree that shuffling sucks; however, I miss the number of cards that allow you to manipulate/search the deck.

    Also, Nate, your great Galaxy Trucker review last time finally pushed me over the edge to purchase it and the expansion.

  • avatarclockwirk

    It's probably just burnout. I own Dominion and the first three expansions, and I play them with my wife, my sister, and her husband fairly regularly (maybe once a month). We'll play 2 or 3 games at a time, but we're definitely not bringing that thing out every day for 3 months straight. You do that with any game and you'll burn out on it. Chapel says 1000 plays over 3 months - I think you'll get more out of it if you slow the hell down. You don't have to race to play every expansion to exhaustion before the next expansion comes out.

  • avatarDrinkdrawers

    The problem I always had with Dominion is that I think it's not a game.

    It's an exercise in learning which cards are undercosted.

    Maybe expansions fixed that, maybe not. It's too late for me. I have other things to do.

  • avatardragonstout

    San, I wasn't at all trying to criticize the article for not being a review, it's my favorite article from you yet. I was just seriously spooked out by how our experiences with Dominion matched *exactly*.

    And SpaceGhost, I agree with you, tutors might be my favorite type of Magic card ever. I'm in love with any decklist with a bunch of one-ofs and some tutors. Gifts Ungiven and Green Sun's Zenith make me swoon. But shuffling is still obnoxious, and the rightful prevalence of fetchlands drives me nuts.

  • avatarDukeofChutney

    i really enjoyed my first play of dominion.

  • avatarJackwraith

    I played once when it was first released and was interested, but not to the point where I wanted to pick it up. A friend had it and that was fine. Then I didn't play again until last year and ended up playing with a couple who were really into it. They knew what worked. They knew, as Drinkdrawers says, what was undercosted and therefore what to aim for when setting up gold-producing combos. And, because they had played so often, they didn't really want to take the time to let me sit there and read every card and consider it. So, for the most part, I feel like I've just been along for the ride when we've been "playing". Furthermore, the game is multiplayer solitaire without the cards that focus on attacks (discards) in the same way the Race for the Galaxy is. The difference there is that Race actually has a theme and storyline (however vague) instead of Generic Medieval World.

    I've been interested in the themes of other deckbuilders, like Nightfall, but like Chapel, I'm a twice-recovered addict of M:TG and I just don't want to be tied to anything like that again. I love Call of Cthulhu. I really enjoy Game of Thrones. I'd gladly play Warhammer: Invasion... except that all of them, despite the slower pace, are still CCGs that you have to keep up with and I'm just not interested in that, especially for something as bland and Kantian as Dominion.

  • avatarJMcL63

    Dominion took me and a couple of gaming buddies by storm exactly as San Il Defanso described, and a couple of us played it some 100 times in a few months. It was also a hit with a new games group last year. But I too have a niggling issue with it. Not so much burnout but an excess of variety. What I mean to say is this: when I play a game a lot, part of the pleasure for me is getting to grips with the strategic/tactical nuances of the familiar; eg. when I'm playing Up Front. It seems to me that this becomes essentially impossible with a Dominion set expanded beyond a certain point because the number of combos is just so great. It's that simple really. I would still play the game at a drop of hat mind you.

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