The first Wednesday game of the New Year was at David's - Dominion, a new purchase by Adrian. This new 2-4 player Rio Grande game is currently ranking 6th on Boardgamegeek with an 8.18 score (see
http://www.boardgamegeek.com/game/36218) and we found that it had some real potential.
Each player starts off with an identical deck of 10 cards (a mixture of resources and victory points) and aims, through using resources to buy new 'Action' cards and through playing these Action cards to gain other advantages and hence get more cards, to end the game with the greatest number of victory points in their deck. The game is thus a bit like building a deck for a collectable card game in real time. Happily, Dominion is complete as to itself - coming with 500 cards and no need for expansions ever.
The beauty of the game lies in various design concepts (not all original but still clever). Firstly, you have to build a balanced deck so that the number of Action cards, Resource cards and Victory point cards complement each other. Too many Action cards and you don't have enough Resource cards to buy stuff; too many Victory points early on and you don't have enough Action or Resource cards to build your deck. Secondly, each turn (which is quick so there's no sitting around) allows you to play from a hand of only 5 cards - so you have to optimise your dek such that the combination of 5 cards that you're likely to draw from your deck each turn gives you the best possibilities for further building. Thirdly, there are 10 types of Action card available in each game - out of a total of 25 types. These interact with each other to allow combos of actions (or 'chaining' as it came to be known) such that you can pursue separate strategies. The suite of 10 Action card sets also makes each game very different...
So, after that long preamble... For the first game we played with the recommended starting set of Action cards. Immediately various strategies were followed - Kieron as chief belligerent who developed a deck with lots of Militia (which, when played, reduce all the others' hands to 3 cards for their turn, limiting their options); Adrian who went for the Smithy and Moat approach (Moat to defend against Kieron's Militias and both Smithy and Moat allow you to burn through lots of cards in the deck, allowing rapid re-use of Resources); David who developed card chaining very early with the Village, Market and Mine combo (burns through multiple Action cards, upgrades Resources); and Stu who seemed to have no real strategy - but who nevertheless won, so clearly his strategy was just too clever and inscrutable for the rest of us... Game 1: Stu 30; Deej 21; Adrian 19; Kieron 15.
For Game 2 we replaced the little-used Remodel card with the Thief - which allows the burglary of others' Resources. This addition changed the complexion of the game utterly: no one wanted to build up large Resources in their decks for fear of them being nicked. Instead we all played to get low numbers of Victory points much more quickly - and everyone had sussed chaining by then. Result: much shorter game. Kieron 12; Stu 10; Adrian 9; Deej 3.
For Game 3 we changed the complexion again, taking out the best chaining card (Village) and ditching the Thief and replacing them with Library and Moneylender. This set made long chaining much harder which led to again slightly different strategies employed. Result: Deej 23; Adrian 17; Kieron 17; Stu 16.
So, by the end of the evening we'd learned the rules, played 3 games and encountered (only) 13 of the 25 Action card sets. The game doesn't have the Derrening potential of greats such as Ra and Princes of Florence, but by gum its clever, pacey, and has lots of replay potential. It would also be a great travel game, just being cards. So, all in all, another great Rivals evening and a great game for the cupboard.