Expansions
An overview of each expansion:- Intrigue: The first expansion, and the most natural. Comes with another set of Treasure/Victory cards, allowing you to support multiple games and/or a 5-6p game (though 5-6p games of Dominion are generally not that much fun). Focuses on interaction and card choices.
- Seaside: Focused on duration cards, which last between turns. Along with Prosperity, has probably the most powerful Action cards.
- Alchemy: Introduces Potions, a different kind of “currency”, and emphasizes Action chains, leading to much longer games. Probably not a great first expansion.
- Prosperity: Adds Colonies and Platinums, and a lot of other over-the-top cards. Probably the most popular expansion, and certainly the most well-received.
- Cornucopia: A small expansion that focuses on card variety. A more advanced set.
- Hinterlands: Introduces cards that trigger when you gain or buy them. A more advanced set.
- Dark Ages: The most complex set so far, with a big emphasis on card interactions. It introduces many new mechanics (including gaining from the trash).
Releases
| Name | Release Date | Type | Cards | Kinds of Kingdom card | Theme | |
|---|---|---|---|---|---|---|
| Dominion (Base game) | October 2008 | Standalone | 500 | 25 | The original game. | |
| Intrigue | July 2009 | Standalone | 500 | 25 | Decisions among multiple possible effects. Hybrid cards that are both Victory cards and another type. | |
| Seaside | October 2009 | Expansion | 300 | 26 | Cards with effects that happen on the player's next turn. | |
| Alchemy | May 2010 | Expansion | 150 | 12 | The Potion Treasure as an alternate card cost, with cards that require a Potion as well as Coin to be bought. Decks with large numbers of Action cards. | |
| Prosperity | October 2010 | Expansion | 300 | 25 | Expensive cards and Treasures that do something when played in the Buy phase. Higher-value basic Treasure and Victory cards. VP tokens. | |
| Cornucopia | June 2011 | Expansion | 150 | 13 | Cards that are more useful when there is variety in the player's deck. | |
| Hinterlands | October 2011 | Expansion | 300 | 26 | Cards that have an additional effect when bought or otherwise gained. | |
| Dark Ages | August 2012 | Expansion | 500 | 35 | Cards that have an additional effect when trashed. Cards that care about the Trash. Cards that upgrade themselves. Ways to upgrade other cards. | |
| Guilds | June 2013 | Expansion | 150 | 13 | Coin tokens that can be saved to spend later. Cards you can get more out of by paying extra for them. | |
| Adventures | April 2015 | Expansion | 400 | 30 | Cards that can be saved for the right moment. Events, which give you something to buy besides cards. Tokens that can modify cards. | |
| Base Cards | June 2012 | Replacement Cards | 250 | 0 | (A set of all the basic cards—Treasures, Victory, and Curse cards—from the standalones and expansions with new design and different art. No Kingdom Cards.) |









