






🃏 Elevate your deck-building game with Dominion Intrigue – where every card counts!
Dominion Intrigue Second Edition is a strategic card game expansion featuring 26 new Kingdom card types, enabling gameplay for up to 8 players across two tables. Designed for ages 14+, it offers 30-45 minute rounds that deepen the classic Dominion experience with fresh tactics and social versatility. This expansion requires the Dominion base game and is perfect for players seeking quick, engaging, and highly replayable deck-building fun.



| ASIN | B01LWYVDA8 |
| Age Range Description | 14 years to 18 years |
| Best Sellers Rank | 38,269 in Toys & Games ( See Top 100 in Toys & Games ) 644 in Dedicated Deck Card Games |
| Brand Name | Rio Grande Games |
| Colour | Multi-color |
| Container Type | Box |
| Customer Package Type | Standard Packaging |
| Customer Reviews | 4.7 4.7 out of 5 stars (10,242) |
| Educational Objective | Develop strategic thinking, problem-solving, and resource management skills; Encourage imaginative play and storytelling; Support advanced learning and skill development |
| Estimated Playing Time | 30 Minutes |
| Global Trade Identification Number | 00655132005326 |
| Grenre | Strategy |
| Included Components | Cards |
| Is Assembly Required | No |
| Item Dimensions | 7.6 x 29.2 x 29.2 centimetres |
| Item Display Dimensions | 7.6 x 30 x 30 centimetres |
| Item Part Number | RIO532 |
| Item Type Name | Board Game |
| Item Weight | 2.3 Pounds |
| Language | English |
| Manufacturer | Rio Grande Games |
| Manufacturer Part Number | RIO532 |
| Material Type | Cardboard |
| Maximum Age Recommendation | 216.0 |
| Minimum Age Recommendation | 168.0 |
| Model Name | Intrigue |
| Model Number | RIO532 |
| Model Year | 2021 |
| Number of Items | 1 |
| Number of Players | 4 |
| Operation Mode | manual |
| Other Special Features of the Product | Portable |
| Package Quantity | 1 |
| Power Source | Manual |
| Product Style | Dominion: Intrigue 2nd Edition |
| Set Name | Dominion Intrigue |
| Size | 11.5 x 3 x 11.5 inches |
| Subject Character | Fairy Tale |
| Theme | Fairy Tale |
| UPC | 797162804644 655132005326 |
D**Y
Deckbuilding Elite
Dominion was one of the first deck building games and remains one of the greatest, and there are a few reasons for this. Firstly, it is one of the purest deck builders around. Secondly, it has a ton of expansions and each one adds more variety. Thirdly, it is a game that is pretty easy to teach and is very family friendly. If you’re not familiar with deck building, it is simply where each player starts with the same cards and has the opportunity to buy new and different cards which will hopefully propel them towards the goal of the game, which in this case is getting victory points. As I said, the game is easy to teach, family friendly and sits about a light to mid weight game for me. It plays in about 30 - 45 mins and plays 2 - 4 players. I personally love this game and the wife loves it even more, we’ve played it with friends and family and it is still an interesting and enjoyable game even after all the plays that we have had. The only downsides I think are that set-up and take down of the game can be a little bit of a pain and that the theme of the game is pretty thin, other than this I think it is an excellent game and worthy of your consideration. Notable exspansions Dominion Intrigue Seaside Prosperity
S**H
Fantastic game
Dominion is a game for 2-4 players in which players start with small decks of cards that they draw from. Every turn playes choose action cards to add to their decks, which increase in size and complexity. The aim is to get more treasure cards (the games currency) in hand, in order to buy the most number of victory cards. The player with the most victory points at the end of the game is the winner. The box comes with over 15 different action cards, and each game uses 10 of them. This means that each game is slightly different, and the tactics and sometimes win conditions change depending on the action cards available. Dominion is a "deck builing game" which most people won't have played before so it does take a good few rounds to get into the swing of things but once you understand what the aim is, this is a brilliant game. 10 minutes into our first game, my wife said "when does this get fun?" 10 minutes later she was saying "WE HAVE TO PLAY AGAIN!" It's deceptively simple to learn, quick, and every game is different. A great game for 2 players, and also good in groups.
C**A
Dominion
Love this board game.
G**H
Everything an expansion should be.
Dominion Seaside is everything an expansion should be. It builds on what was already a tight and easy to learn game format in a way that offers some new tactics and options without overwhelming you. The new mechanic in this set are duration cards, which stay in play and give you a bonus when you initially play the card and then give you an additional bonus on the subsequent turn. This allows you to plan your upcoming turns in a more constructive fashion than before, giving you extra cards or gold next turn or for example using a tactician to turn your appalling hand of estates, curses and duchys into a much more conducive hand next turn. This set is also pretty thematic, which is something that dominion seems to struggle with a bit. Cards which break away from this, in my opinion, are the treasure map, which will give you a huge pay off, so long as you can find the other half. The pirate ship is also great, allowing you to plunder your opponents, trashing their treasures or using the ship's ill gotten gains for your own purposes. Touches like this really help to make the game step away from the 'play cards to buy cards' paradigm that the base set seems stuck in. As for the components, the cards are of the same quality that you will be used to, good quality card which can stand up to quite a bit of punishment. However I would advise that you get some sleeves, especially due to all the shuffling that this game entails. There are also several mats included which are used with some of the cards and are very thick and don't bend easily. The artwork on them is nice too. The stand out pieces for me however are the coins and embargo tokens which come with the set. They look great and are incredibly high quality, they're made from metal which makes them basically indestructible (unless you are doing something extremely unusual whilst playing dominion). All in all a great expansion which I would highly recommend to anyone who likes the game. This is not a standalone expansion however, so either Dominion or Dominion Intrigue is required to actually play this. Thanks for reading and hope this helps. G
J**E
We received an expansion as a Christmas gift. This was exactly what we needed to provide the basics (money, victory points, etc) to allow us to play this brilliant game that is easy to learn and great fun for casual board gamers and hard core board gamers.
A**R
Dominion is an absolute gem of a board game that has become a staple in my collection. From its clever gameplay mechanics to its endless strategic possibilities, Dominion has consistently delivered hours of excitement and entertainment. Here's why I wholeheartedly give it a resounding five-star rating: 1. Engaging Gameplay: Dominion offers a unique deck-building experience that keeps players engaged and invested throughout the game. The concept of constructing your own deck of cards as you play adds a layer of strategy and anticipation. Every turn presents new decisions and opportunities, making each playthrough dynamic and captivating. 2. Limitless Replayability: One of the standout features of Dominion is its virtually limitless replayability. The game comes with numerous sets of cards, allowing for countless combinations and strategies. The variability in card interactions and game setups ensures that no two games are alike. It's a game that keeps surprising and challenging players, making it enjoyable time and time again. 3. Easy to Learn, Hard to Master: While Dominion has depth and strategic depth, it remains accessible to both casual and experienced gamers. The rulebook is clear and concise, making it easy to learn the basics. However, as you delve deeper into the game and explore advanced strategies, you'll discover the true depth and complexity that Dominion offers. It strikes the perfect balance between accessibility and depth, catering to players of varying skill levels. 4. Balanced and Well-Designed Cards: The cards in Dominion are well-balanced and thoughtfully designed. Each card offers unique abilities and interactions, providing players with strategic choices and opportunities to outmaneuver their opponents. The careful balance of power ensures that no single strategy dominates the game, creating a competitive and engaging environment. 5. Expansion Options: Dominion offers a wide array of expansion sets that further expand the game's possibilities. These expansions introduce new cards, mechanics, and themes, adding even more variety and depth to the gameplay. It's a testament to the game's longevity and commitment to providing players with fresh and exciting experiences. In conclusion, Dominion is a masterpiece of board game design. Its engaging gameplay, limitless replayability, and the perfect balance of accessibility and depth make it a must-have for any board game enthusiast. Whether you're a seasoned gamer or new to the world of deck-building games, Dominion offers a thrilling and rewarding experience that will keep you coming back for more. Get ready to immerse yourself in the strategic world of Dominion and embark on countless memorable gaming sessions!
L**S
A caixa veio amassada e rasgada, de novo. Todo pedido de fora do Br vem com esse problema, vamos ter mais cuidado, valor pago é caro.
W**N
First thing you'll notice when you get this expansion is just how HUGE it is. Each base set comes with 25 distinct kingdom cards. The average expansion (other than the horrid Alchemy and the rushed Cornucopia) provided 25. This set comes with 35 distinct kingdom cards (one of which-- knights-- is a stack of ten unique cards that are played as a single kingdom stack), three alternatives to the three starting estates, and three cards that act like kingdom cards but are only accessed via other cards. This expansion feels mind-blowingly large because it is. For reference, here is a chronological list of expansions and the number of kingdom cards that they came with: Dominion had 25kingdoms (2008) Intrigue had 25kingdoms (2009) Seaside had 26kingdoms (2009) Alchemy had 15kingdoms (2010) Prosperity had 25kingdoms (2010) Cornucopia had 13kingdoms (2011) Hinterlands had 26kingdoms (2012) Dark Ages has 35kingdoms (2012) The set introduces a few new types of cards Shelters - these function as alternatives to the three estate cards that players normally start with in their deck. They are slightly less detrimental because they each do something small (some are +action, some give you things for trashing them, etc). There are three different types Ruins - these are like shelters in the fact that they are under-powered cards. They function somewhere between [estates] (which give a small victory point reward but clog up your hand) and curses (which both hurt you and clog up your hand). They clog up your hand slightly, don't award victory points, but have some powers in the game. They are usually under-powered compared to kingdom cards in the supply so they don't hurt as much as a curses but water down the power of your deck. Usually you give them to other players when you pillage or ransack them, but sometimes (like the [Death Wagon], they come with another kingdom card. Knights- these act like a normal kingdom cards in that they are put out in a stack of 10, but only the top card is visible and each card in the stack is unique (each has its own name e.g. [sir michel]and power). Basically its just ten different kingdom cards stacked as one to add more variability to the game. [Rats]- these are traditional action cards in every way except that they self-replicate, eat through your deck (make you trash a card) and there are 20 instead of 10 of them. [Hermit]/[Madman]- When you have [Hermits] in your game, you will also pull out a pile of [Madman] cards. When you use a [Hermit] and fail to buy a card that turn, the [Hermit] turns into a [Madman] (you trash the [Hermit] and get a [Madman] from another stack ([Madman], [Mercenary] and [Spoils] are all action or treasure cards that can only be acquired via other cards and don't count toward the 10 kingdom limit or game-end conditions. Its an interesting mechanic where hermits can go mad and madmen go out in a blaze of glory. [Urchin]/[Mercenary] - When/if you play with the [Urchin] card, you also pull out a stack of [Mercenary] cards. [Mercenaries] are not part of supply and can only be acquired via an [Urchin]. The gist is that if an [Urchin] aims high (takes on multiple tasks/actions in a single turn] then he becomes a [mercenary] (trash the [Urchin] and get a {mercenary] [Spoils] - these are not in the supply and can only be acquired by cards that pillage or ransack others. [Spoils] are basically a single-use [gold]. Pillaging means that other players discard cards and you put a [spoils] card in your discard pile. Ransacking means you give every other player a Ruin card and you gain a [Spoils]. When the [Spoils] appears in your hand, you use it for +3 coin and instead of discarding it to your discard pile, you discard it back to the [spoils] stack from whence it came. When trashed - many of these cards have a power that is only used when the card is trashed (whether voluntarily as a strategy or involuntarily). This adds a lot of interesting strategy particularly with Hinterlands and Seaside. Trash as power - [Death Cart] is an extremely powerful card that requires you to trash an action card. If you don't, you trash it at the end of that turn. Cards like [Procession] allow you, amongst other things, to use an action card twice (a la [throne room], but if you double an action, you trash that card. Both are examples of trash "powering" or "powering up" cards. So is it fun? Yes it is. We played three games with Dark-Ages-only sets and two games with sets mixed with Dark-Ages cards last night (after getting it via two-day shipping and we had a blast. The game plays very well with itself, and played interestingly with other cards. On one of the games, the mix wasn't optimal because we had many cards to put things into the trash, but nothing to trash them or get them out of the trash. Overall, the cards are very versatile for almost every setup, and its far from the harshly-limited alchemy expansion, but you will want to play with at least one card that causes players to trash cards (from any expansion) and at least one that benefits from being trashed. Pulling cards from the trash is optional, but makes for a fun dynamic. The good +++You get a TON of variety here and a TON of content ++Cards feel unique and fun ++As with almost all Dominion sets, the card name, card art and card mechanic all work flawlessly together ++Unique expansion feel (poverty, destruction, underground and rebirth) ++interesting new mechanics introduced ++great art +It actually helps make some of the less-viable Cornucopia cards more viable The bad -some cards aren't as fun without being matched with others (which could be said about almost any set). It's far from the train-wreck that is Alchemy. -Some cards are a little less inspired -Some games felt a little "impoverished" and bogged down. We didn't have a lot of money or our hands were filled with under-powered ruins. It fits the expansion feel well, but I tend to favor the power-play games rather than the games where everyone scrapes along toward victory-- this is totally subjective. Overall, the cards are great, but just a notch below Prosperity, Seaside and Hinterlands. There is just so much variety and content, though. If it was a smaller set like Conucopia, I'd put it at the bottom of the list with Cornucopia. As it is, this is the single biggest expansion to date and introduces so many new ideas that the sheer quanitity of original content makes up for the quality of some of the cards. 1) Intrigue (the better base set) 2) Prosperity (the highest quality expansion set) 3) Dark-Ages (the expansion with the most new ideas) 4) Seaside (the second best in terms of quality) 5) Hinterlands (the quirkiest and most bizarre but often overpowered) 6) Cornucopia (a little blah and TINY) and just skip Alchemy altogether. It's bad. You'll never play it.
A**R
Got Seaside First (with base deck), then Adventures, now added Dark Ages to the list. (I have also played with the big box a bunch: Dominion, Prosperity, Alchemy). I found this one to be quite unique with a bunch of new angles that can be played. It has some unique cards and allows for some pretty fun combos. The theme is definitely focused on trashing with all sorts of cards that have trash related specialties.
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