I would now like to write much about Seaside or Dominion generally, as the game was here already described very well and in detail and presented here. Not much more I would like to tell a little bit about our experience with the individual extensions and combinations and their effects. This is partly, of course, my subjective impression other players may have different preferences and prefer other combinations, but that has a review just as se.
Dominion is a great game, with sometimes really scary much enthusiasm. However, any expansion brings not only new maps and ideas and partly a different style of play to partly tactical options, but also changed up the really original character of the game.
Very positive are as I said, the many expansion and combination options, the small amount of time, especially one also does not need to build up until much as in other games but may start playing relatively quickly. While the intrigue over the base game, which is also a basic game with all the green and yellow (points and cash cards) is yes and private action map sheet, primarily by a little more tactics (trading post, Saboteur and co) but also something fieseren attack cards and distinguishes combined action points and cash-points card against, located mbei Seaside focusing on the season tickets that are up 2 times to play and sometimes well done but mainly viscous and often totally coated strong. In addition some tactic was possible here with embargo and islands, native villages and ports. Also for attack card is taken care of, the pirate ship I feel to this day as a total game destroyer that attracts every game in the length. Otherwise Seaside was well done and totally worth the money by the embargo markers, cardboard documents for islands, pirate ships and native villages and full map coverage.
There are the basic game and the intrigue but it is a clear personal touch by the season ticket and who has combined a throne room with a merchant ship, knows how difficult it is Ballancing in Dominion. Here would have necessarily a regulation which combine of season tickets with throne halls or later also Königshof (months 3 play an action card) regulated and must be formed limited. Our games often ended already before you even been able to build a really decent deck with balanced card itself, which is not so common in the base play alone or in combination with heyday. What I do not like to Seaside otherwise actually only the smugglers card "is the most horrible map of the entire game Top 3" on my personal, the card has a value of 3 but a contraband worth up to a 6 card just too low and should cost at least 5 money or can not smuggle 6 cards. What is the one Freud, but is just another man's poison, the card can speed up a game as well as inhibit, depending on how you inclined to this "cheating" is. But reduced in any case, the tactics and skill, just like the merchant ship. However, if small children play quite a good choice, because the then already purely coincidental times get even with less Spielverständis good cards or a duchy or gold piece can easily smuggle. In the treasure map the effect is in my opinion a little too covered to place at least until the coming out of the heyday of their expensive scorecard because 4 gold directly on the deck, the fun can also quite reduced since the province stack so with us often ratzfatz was empty.
The extension alchemists my Eighth is the weakest of all extensions, firstly on the extent (to one more sentence) and the game mechanics. Even more clearly than in "seasides season tickets' refers to the need of the potion; be able to buy the alchemy cards at all (inclusice the scorecard vineyard); intervened in the game mechanism. The potions are necessary if one wants to use the Alchemy cards, but a block absolutely the sheet and total nerve in the long run. The alchemist I would basically just play alone or in combination with a maximum of another extension (base, intrigue etc), in an all in all mixture, they often remain completely untouched lie or draw the game in the length.
The heyday, however, is a real highlight and I personally like under all extensions so far best. On the one hand, the province will (if one of the overpowered gardens based version disregards) as the strongest points card replaced in the game by the Colony, which costs all 11Geldeinheiten and 10 points is worth, on the other hand comes but platinum also has a strong cash card to. The game here is extended grade at something unbalanced card combinations in total something because it always just take a little longer, his blade upgrade than do pure provinces was possible and of course then moves the focus to the colony. Here is really interesting, the city map and the bishop, because they give the game more depth and possibilities yet to catch up in the final, the contraband is a funny good successful trouble card which is nevertheless quite well, the attack cards are also not covered (not so excessive as the saboteur or trickster (trickster with peddlers together is Provizentod ^^) or a witch with throne room, the one all zumüllt if another player buys something at an early stage) rather some attack cards are only temporary or sometimes helps you his opponent even. Also very beautiful are the conspicuously frequent additional purchases which otherwise sometimes missed or could reach only with restrictions. Only the royal card is greatly exaggerated, here the throne room was again topped, in combination with a card or attack a merchant ship or fairground flying a money only as to one or ruined his opponents derbst. For me, but the strongest part of the series (in addition to the intrigue).
The "rich harvest" we have not long, so I also can not so much to say here. However, they seem to be better thought out than the alchemists, as they open and flexible keeps the game and not by separate currencies restricts or interminable trains exacerbated. The tournament board and its special features are really great because they, keeps alive even players who are not at grade series, nice additional features brings into play, without overdoing total. Also great is the Harlequin, which can help a build enormous, bringing money, and still as an attack card is not the same ruined everything (I can not do nothing of Saboteur, thief and the pirate ship are just not mine whereby these cards in the appropriate context quite fun but can often make only about a cautious play and therefore fun loss brought about). Even a points rewards card as versatile as possible decks with many different cards, so with the old 6Märkte, 5Jahrmärkte, 4 bazaars times conclusion, though not necessarily. Unfortunately, the map as the vineyard comes just no way to the gardens from the base ran to be hit with massive colonies and provincial use.
I think this set definitely also head and shoulders above the alchemists and still just ahead of Seaside.
Negative are the smaller sets "Alchemy" and "abundant harvest" that the same price as the older large sets (basic game, Intrigue, Seaside and heyday) but have a lower card number and thus a lesser extent, here the price has Money deteriorated.
Overall, the game has become increasingly Balancingpobleme because presumably partly inadvertently and not enough questioning card combinations arise, usually between different sets and not within the same sets where one desires a province would have 12 and not only cost 8. Should they of course still not but I wish here a general renewal of the whole regulatory framework by desHerstellers, or a help that is not generally binding but one probably is a bit of guidance and a limitation in any frequent succession Playing one and the same card. I have my doubts, however, as I think the makers of the game have even been a little lost the thread, falling forward to when making recommendations for card selection in Seaside and co.
All in all I am very pleased with Dominion and find the game really well. I can recommend it to anyone, you do not have to buy the same number of parts that intrigue alone, combined with the base game or a different extension (except vllt the Alchemistenset) brings alone also long enough fun and many combination possibilities.