This is a fan-expansion to the game of Dominion by Dustin B. Jepperson. It is not a standalone game and therefore requires the core Dominion game to play.
Before you can begin, you must print and prepare Dominion: Duel additional cards.
Players will need the Treasure cards, Victory cards, Curse cards, and Trash card form Dominion, a standalone expansion (e.g. Dominion: Intrigue), or Dominion: Base Cards to play with this expansion. As with other Dominion games, players must choose 10 sets of Kingdom cards for each game.
If only Kingdom cards from Dominion: Duel are being used this game, the Curse deck is set up as follows: Place the regular number of base-game Curse cards in the supply (10 for 2 players; 20 for 3 players; and 30 for 4 players). Add to the Curse deck the Give And Take Curse cards from Dominion: Duel (8 for 2 players; 10 for 3 players; and 12 for 4 players). Finally, place half of the Contagion (6) and Cursed Gold (5) cards in the Curse deck, shuffle, and place the Curse deck face down on the table. Place the other half of the Contagion (6) and Cursed Gold (5) cards face up in the Kingdom card area. These Contagion and Cursed Gold piles count as Kingdom cards (i.e. 8 additional Kingdom cards should be selected).
Add the War Trophy card to the Kingdom card area (8 for 2 players; 10 for 3 players; and 12 for 4 players). Shuffle the 10 Warrior cards, place the pile face down in the Kingdom card area, and flip up the top card so it is visible to all players. When the top card on the Warrior pile is gained by a player, flip the top card of the pile face up. The Warrior card pile does not get a token for Trade route (from Prosperity). Finally, add the remaining 6 Kingdom card stacks (10 of each card) to the Kingdom card area and position the Treasure and Victory cards as with any other game of Dominion.
If only Kingdom cards from Dominion: Duel are being used this game, another wincondition is established – Life Points. Each player starts the game with 10 life points plus 1 life point for every Victory point granted by cards in their starting deck (for most games, players will begin with 13 life points = 10 + 3 from the 3 Estate cards in the starting deck). Each player is responsible for recording and keeping track of their own life point total throughout the game (using dice, pencil and paper, cell phone, calculator, or any other preferred method). If at any time a player's life points are less than or equal to 0, that player is eliminated from the game and all of the player's cards (in all locations) are moved to the Trash pile. Remaining players may continue the game until just one player remains and is declared the winner (despite any number of Victory Points players might have accumulated during the game).
Dominion Duel introduces a new token to the game of Dominion, the curse token, represented by the symbol. In games where the Life Points win-condition is used, these curse tokens are simply used to modify a player's Life Points total and no physical token or counter need be exchanged to, from, or between players. However, if the Life Points win-condition is not used for the game, prior to starting the game select an item to use as curse token counters (e.g. coins, dragon tears/aqua gems, cubes, tokens from another game, etc.) and set the curse token counters aside for later.
In the case where the Life Points win-condition is not used, whenever a card requires a player to gain +Y (curse tokens), that player must take one curse token counter for each curse token specified by the number Y. At the end of the game, after counting each Victory Point obtained through Victory Cards and Victory Point Tokens and subtracting Victory Points from Curse Cards, each player subtracts a number of Victory Points from their total equal to the number of curse tokens held by that player at the end of the game (i.e. the exact opposite effect of the Victory Point Tokens introduced in Dominion: Prosperity). The player with the highest total (Victory Points/Tokens – Curse Points/Tokens) is declared the winner of the game. Additional details provided in the Game-End section of these rules.
Life points are gained and lost according to the following rules:
|Each time a player gains Curse card(s) and/or curse token||X Life Points where X = Y (curse tokens gained) + Z (from Curse cards gained)|
|Each time a player loses Victory card(s) and/or victory point token(s) (by trashing or otherwise)||X Life Points where X = Y (from Victory cards lost) + +Z (victory point tokens lost)|
|Each time a player gains Victory card(s) and/or victory point token(s)||+X Life Points where X = Y (from Victory cards gained) + Z (victory point tokens gained)|
|Each time a player loses Curse card(s) and/or curse token(s)||+X Life Points where X = Y (curse tokens lost) + Z (from Curse cards lost)|
Y and Z represent the numerical values from a Victory Card, Curse Card, or the number of victory tokens or curse tokens specified on the card. (e.g. Z for a Duchy Victory Card equals 3 – therefore when a player gains a Duchy they also gain 3 Life Points and when a player loses a Duchy (via trashing, to another player, or otherwise) they lose 3 Life Points). Z(Curse Card) = 1 ; Z(Estate) = 1 ; Z(Province) = 6
Victory Cards are gained and trashed as usual (e.g. gained Victory Cards are added to the top of the gaining player's discard pile)
Life Point effects described in the table above are realized by the player who gained, lost, or trashed the card(s) and/or token(s) immediately after resolving all other effects of a card. When gaining Victory or Curse cards, the Life Point effects are realized by the gaining player immediately after placing the gained card in the discard pile.
When two or more cards are trashed at the same time, first trash all cards, then pick an order to resolve the Life Point effects from trashing the cards.
Warrior Card Rules
There are 10 unique Warrior Cards in Dominion Duel, each with varied abilities and strengths. The strength of each Warrior Card is represented by the number within the symbol for each Warrior Card. For instance, the strength of the Silver Knight Card is whereas the Warrior Angel Card has a higher strength as indicated by the number 8.
The strengths of each Warrior Card range from 1-10, with 1 being the lowest strength and 10 being the highest strength. When a Warrior Card is played as an Action, the player playing the card first resolves the actions printed on the card in order from top to bottom (e.g. Gain a Silver for the Silver Knight; +1 Card then +1 Action for the Warrior Angel). After unique actions have been resolved, resolve the Each other player gains a Curse effect common to all Warrior Cards. This effect causes each player to draw a card from the Curse Deck.
Note: For the Warrior Raid Warrior Card with requires each other player to gain a Curse and +1 , the drawing of a Curse Card from the Curse Deck and the gaining of +1 (curse token) occurs simultaneously and both effects are canceled if the player is or becomes unaffected by the attack.
When a player plays a Warrior Card as an Action, that player is considered to be the attacking player for the remainder of that player's turn. Beginning with the player to the left of the attacking player, each other player may play another Warrior Card or other Reaction Card (e.g. Vaccination) from their hand in response to the attack.
When a player plays another Warrior Card in reaction to a Warrior Card attack, the attacking player and the reacting player must Resolve the Warrior battle: The Warrior Card with the highest strength value is the winner of the Warrior battle, and the reaction effects (lower portion of the card text) of the defending Warrior played in reaction to the attacking Warrior are resolved.
For most Warrior Cards (those with strengths 2-9) when a Warrior Card played in reaction to an attack wins the Warrior battle, the player who played the Warrior Card as a Reaction Card is unaffected by the attack and therefore will not draw a card from the Curse Deck but the attacking player will draw a card from the Curse Deck instead, as described by the following effect: If you win, attacking player gains a Curse and you are unaffected by the attack.
All Warrior Cards played as either an Action or a Reaction are placed in each player's discard pile at the end of the Warrior battle resolution as described below (Note: this means that if a player plays a Warrior Card as a Reaction to another player playing a Warrior Card as an Action-Attack, that player will not be able to place the Warrior Card back in their hand for use during their next turn):
In turn order beginning with the player who played the Warrior Card as an Action. Each player who drew a Curse Card as a result of this Warrior Battle then places the Curse Card(s) on the top of their discard pile and resolves Life Point effects as applicable (Life Point effects are also realized in turn order, beginning with the player who played the Warrior Card as an Action – the attacking player – until all players have resolved Life Point effects if required).
In the rare event that the player who played the Warrior Card and another player, or players, all reach a Life Point total of less than or equal to 0 on the same turn, the attacking player resolves their Life Point effects first and is therefore considered the first to be eliminated from the game.
Important: The attacking player cannot be forced to draw more than one Curse Card as a result of playing a Warrior Card as an Action (i.e. if more than one player plays a Reaction Card such as Vaccination and/or another Warrior Card and wins the Warrior battle in response to a Warrior Card attack, the attacking player will still just draw one Curse Card from the Curse Deck and be the first to resolve any Life Point effects from the newly gained Curse Card).
A player may play more than one Warrior Card as an Action-Attack Card during the same turn. If they do, resolve all effects, Warrior battles, card gaining, and Life Point effects for the first Warrior Card in the order described above prior to resolving any additional Warrior Cards played as Action-Attack Cards that turn.
Some cards in Dominion: Duel are classified as both Attack and Action and/or Reaction and/or Victory Cards. In all cases, these cards (e.g. Silver Lining, War Trophy) are not considered to be Attack cards or attacks on other players unless the option(s) on the card which impact other players are selected to be resolved as determined by the person playing the card as an Action Card.
For example, a player may choose to play War Trophy as an Action during his or her turn and gain the +but may choose not to gain +X as the card text specified you may… and, therefore, the For every 3 gained this turn, each other player gains a curse. effect may not be executed (Note: This effect can still be executed even if the player chooses not to gain +X if the player gained 3 or more by other means during the same turn). In this example using War Trophy, the card is only considered an attack if the For every 3 gained this turn, each other player gains a curse.
Effect is realized either by the player opting to gain +X and/or by executing the attack portion of the card based on other gained that turn. Similarly, when a player plays Silver Lining they are given the option to select one of three available card effects. The Silver Lining card is ONLY considered an Attack Card and therefore an attack on another player(s) if the Trash a Silver from your hand, each other player gains a curse effect is selected by the person who played the Silver Lining card as an Action. This clarification for what constitutes an attack on a player is important for resolving the effects of some cards in Dominion: Duel, including: Vaccination and Sith Lord.
At any time during the game using the Dominion: Duel expansion, if a card requires a player to Gain a curse and no Curse Cards remain in the Curse Deck, the player must gain +1 (curse token) for each Curse Card they would have gained. There is no limit to the number of curse tokens in a game of Dominion: Duel (write down the total or find additional token counters if required).
When you play this, first draw a card. While Blood Pact is in play on the table, you may trash it. If you do, you may choose to gain any number of curse tokens. You must trash Blood Pact to use the effect: for each gained this turn, +1 . This effect can be used regardless of if you choose to gain any curse tokens using Blood Pact, but the card must first be moved to the Trash pile. You still receive unused actions, if any, from the +2 Actions for the turn after choosing to trash Blood Pact.
When you play this, begin revealing cards from your Draw pile one at a time, revealing cards to all players, until you reveal a card with Action in its card type (this can be in addition to other types, such as Attack, Victory, etc.). Set that Action card aside, and then continue to reveal cards until you reveal a second Action card, setting it aside with the other. All Curse cards revealed in this way (that are not also Action cards) must be placed into your hand.
Discard all other revealed cards, then you choose which order to play each of the Action Cards revealed using Cavity Drill, or you may choose to discard one or both of the Action cards.
If you can see Chuck Norris, he can see you. If you can't see Chuck Norris you may be only seconds away from death. Chuck Norris is the most powerful Warrior Card (strength = 10). Therefore, Chuck Norris wins every Warrior battle.
If you play Chuck Norris as a Reaction to another Warrior Card played by an opponent, you are unaffected by the attack and, instead, the opponent (attacking player) gains a curse AND must trash their hand and immediately resolve any gained or lost life points as a result of losing Victory and/or Curse cards.
Contagion can either be purchased (from the available Kingdom Cards) or gained from the Curse Deck as a result of gaining a curse from another card and/or action. If purchased or otherwise gained during your turn (including gaining a curse as a result of a lost Warrior Battle for which you were the attacking player), you may choose to either place Contagion on the top of your draw deck or face up in your discard pile. However, if you gain Contagion from the Curse Deck during another players turn (e.g. losing a Warrior battle), you must place the gained Contagion card face up on the top of your discard pile, as normal. Either way, when you gain Contagion you must resolve the life point effects (i.e. lose two life points).
Contagion can also be played as an Action. If you play Contagion as an action, place it in play using an available action. Then at the end of your turn, if you did not buy a card this turn, you must give the Contagion card to another player of your choice. If this occurs, you are considered to have lost the Curse card and the receiving player is considered to have gained the Curse card.
Immediately resolve Life Point effects as a result of this action (i.e. you gain 2 life points and the gaining player loses 2 life points). The gaining player places Contagion face up on their discard pile and does not have the option to place it on top of their deck.
Important: When played as an Action in this way, Contagion is NOT considered an attack (for instance, if you have Sith Lord in play and play Contagion as an Action, giving it to another player at the end of your turn, you would not be forced to discard Sith Lord).
For each Cursed Card you have in play, you get +1 Card each time you gain a curse card and/or a curse token (). The curse token you must gain from playing the Cursed Card itself (+1 ) is included for this effect.
For instance: when you play a single Cursed Card, you receive +1 Action, +1 Buy, +1 , AND +1 Card as a result of the +1 ). If you then played another Cursed Card, you would draw another 2 cards (drawing 3 cards total from playing 2 Cursed Cards)
Cursed Gold can either be purchased (from the available Kingdom Cards) or gained from the Curse Deck as a result of gaining a curse from another card and/or action.Either way, when you gain or lose Cursed Gold you must immediately resolve the Life Point effects (i.e. lose two life points). When played as a Treasure Card, you receive +1 for each card purchased and for each Cursed Gold card in play (e.g. If you buy 1 card and have 2 Cursed Gold cards in play, you receive +2 ).
At the start of the next turn after playing Cursed Village, gain a Duchy or an Estate, placing it face up on the top of your discard pile. When you gain a Duchy or Estate card, immediately resolve the Life Point effects (i.e. gain 3 life points for a Duchy or 1 life point for an Estate). If there are no more Duchy or Estate cards available in the Kingdom Card piles, you gain no cards.
Give And Take
This card can only be gained from the Curse Deck as a result of another card or action (it cannot be purchased). If you play Give And Take as an Action, place it in play using an available action. Then at the end of your turn, if you did not buy a card this turn AND you have at least one other Curse card in your hand or in play (other than the Give And Take card), you may trash the Give And Take card and 1 other Curse card.
The Give And Take card must to trashed from play while the other Curse card may be trashed from play or from your hand. Immediately resolve Life Point effects as a result of this action (i.e. you gain 3 life points from trashing the Give And Take card and gain Z life points – depending on the card - from the second Curse card trashed).
A Silver card must be available to choose to Gain a Silver and +1 . Silver Lining is only considered an Attack if you choose to Trash a Silver from your hand, after which each other player must draw a card from the Curse Deck and immediately resolve Life Point effects, beginning with the player to your left and moving clockwise until all other players have gained a curse (or played a Reaction card such as Vaccination in response to the attack).
Now you see that evil will always triumph, because good is dumb. While Sith Lord is the least powerful Warrior Card (strength = 1), and therefore loses all Warrior battles, he makes up for it with strong force power. If you play Sith Lord and another player plays any other Warrior Card as a Reaction, thus forcing a Warrior battle, you must immediately trash Sith Lord in addition to resolving any penalties from losing the Warrior battle (e.g. gaining a Curse card).
Sith Lord is only considered to have lost a battle if such a Warrior battle occurs. Therefore, any other Reaction card other than another Warrior Card (e.g. Vaccination) will not force you to trash Sith Lord. You may choose to leave Sith Lord in play as long as you wish, so long as you do not attack another player. NOTE: If you play a card like Silver Lining or War Trophy without activating the abilities that are considered an attack – as defined by the detailed descriptions for each card in this section of the rules – you are not required to discard Sith Lord at the end of your turn as a result.
This includes playing a Warrior Card as a Reaction to another player's Warrior Card attack (i.e. engaging in a Warrior battle in which you are not the attacking player is not considered an attack, and you are therefore not required to discard Sith Lord).
If you do attack another player, however (by activating the attack ability on cards such as Silver Lining or War Trophy, and/or by playing an Attack card such as another Warrior Card as the attacking player), you must discard Sith Lord at the end of your turn, placing it face up on top of your Discard pile. While Sith Lord is in play, you are unaffected by any attack card played by another player, including cards such as War Trophy or a Warrior Card which affect each other player.
While you have Sith Lord in play, you will not have to gain a Curse card or curse token as a result of an attack by another player (other players, however, must still resolve the effects of the attack or play a Reaction in response).
If you play Vaccination as an Action, place it in play using an available action. Anytime during your turn, once Vaccination is in play, you can trash it from play and choose one or both of the following effects:
search your discard pile and trash a Curse card, and/or
trash a Curse card from your hand.
If you choose both actions 1. and 2., you also lose 1 buy for that turn (you may still buy a card this turn if you played a card such as Cursed Card granting you +1 Buy). Immediately resolve Life Point effects as a result of this action (i.e. you gain Z life points, depending on the Curse card trashed). You may also play Vaccination as a Reaction to an attack (e.g. a Warrior Card, Silver Lining's attack ability, etc.).
If you do, you are unaffected by that attack and the attacking player must gain a Curse card from the Curse Deck if he or she did not already draw a Curse card as a result of their attack (e.g. from losing a Warrior battle between another player). Any other attack during the same turn is resolved normally - Vaccination only protects against a single attack when played as a Reaction).
A player may choose to play War Trophy as an Action during his or her turn and gain the +2 but choose not to gain +X (as the card text specifies you may…). As a result, the For every 3 gained this turn, each other player gains a curse. effect may not be executed. This effect can still be executed even if the player chooses not to gain +X if the player gained 3 or more by other means during the same turn.
War Trophy is only considered an attack if the For every 3 gained this turn, each other player gains a curse effect is realized, whether it's a result of the player opting to gain +X and/or by executing the attack portion of the card based on other gained that turn (counting before and after War Trophy was played). Therefore, you may play War Trophy just for +2 so long as you have not gained 3 or more at any point during the turn.
If, at any time during your turn, you do gain 3 or more you MUST realize the attack portion of War Trophy, at which point each other player gains 1 Curse card for every 3 gained that turn, rounded down.
End of the game
If only Kingdom cards from Dominion: Duel are being used this game, the Life Points win-condition is established. If at any time a player's life points are less than or equal to 0, that player is eliminated from the game and all of the player's cards (in all locations) are moved to the Trash pile. Remaining players may continue the game until just one player remains and is declared the winner (despite any number of Victory Points players might have accumulated during the game).
In the case where the Life Points win-condition is not used, whenever a card requires a player to gain +Y (curse tokens), that player must take one curse token counter for each curse token specified by the number Y.
Whether or not the Life Points win-condition is used, the game ends at the end of any player's turn when one of these two standard Dominion Game-End conditions are met (in addition to the Life Points condition if established): the Supply pile of Province cards is empty OR any 3 Supply piles are empty (including the Contagion and Cursed Gold Kingdom Cards, if used).
If the game is ended by anything other than the Life Points win-condition, after counting each Victory Point obtained through Victory Cards and Victory Point Tokens and subtracting Victory Points from Curse Cards, each player subtracts a number of Victory Points from their total equal to the number of curse tokens held by that player at the end of the game. The player with the highest total (Victory Points/Tokens – Curse Points/Tokens) is declared the winner of the game.