I'm actually coming back and reassessing the way I view of
Dominion a bit. I think I've taken it by granted and the more deckbuilders I play, the more I realize it's a plain better design than all others.
Dominion has a few features that I've grown to realize are very important and well-thought out and that weren't chosen by chance:
1) Static market
2) VPs bog your deck down
3) Purcharses and Actions are limited
4) Cards are mostly of an economic nature and very varied inside those parameters
The static market requires setup but it's otherwise better than random markets. It allows for long-term planning, it takes away focus from drawing the "best card" and more into your actual choices. It reduces luck and prevents games in which a player gets worse or mismatched cards and loses because his opponent didn't.
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VPs going into your deck has a wide array of small benefits that aren't aparent at first but that work. First, it helps create a timing element that forces you to change your deck as you play. In most deckbuilders, you don't change how your deck plays, you only add more and more powerful cards into it until you win. In Domnion this doesn't work so well because the engine-building cards don't give VPs and VPs don't build your engine. This keeps the game within a reasonable range instead of snowballing out of control.
It also allows for a wider range of strategies. Consider Star Realms. In Star Realms drip damage is meaningless because by the time it would become meaningful someone will have played his whole deck and won. And once you have a bunch of strong cards, well, you draw your whole deck and win. In
Dominion this is not true, you can win with both a steady pace, a quick deck or a by buying several provinces a turn.
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Limiting purcharses and actions makes
Dominion a game of efficiency. You cannot just get the "best" card, because you may not have the actions to play it or be able to put its income to use. The vast majority of other deckbuilders can be won simply by following a few basic princes and then getting the best (or more expensive)cards. For example I've noticed you could make a flowchart to decide what to buy in Star Realms and barely come out worse than if you thought about your actions:
1) Shuffles 1-5: Buy economic cards, then deck-thinning, then 4+ damage card in that priority order.
2) Rest of the game: Get the cards that draw you more cards (with one exception) or the most expensive card
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Dominion is a pure eurogame not dissimilar to Splendor or Sid Sackson's Bazaar. It's trickier and more interesting but it works the same way, down to the way different cards are designed. What is better? More draw and purcharses or more money? Bogging down the oppponent players or improving your cards? The main difference between cards in
Dominion is not quality, it's kind.
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So yeah, so far I think I was wrong and the more deckbuilders I play the more I realize that
Dominion did the same thing, but better. And
Dominion has flaws, mind, I dislike the way you can set on a strategy early on and then the rest of the game is going through the motions. But they are flaws that are found in all other games in the genre, often alongisde worse ones.
I do want to play both Core Worlds and Puzzle Strike and see how they compare.