











It's a momentous time. Art has been revolutionized by the invention of "perspective," and also of "funding." A picture used to be worth a dozen or so words; these new ones are more like a hundred. Oil paintings have gotten so realistic that you've hired an artist to do a portrait of you each morning, so you can make sure your hair is good. Busts have gotten better too; no more stopping at the shoulders, they go all the way to the ground. Science and medicine have advanced; there's no more superstition, now they know the perfect number of leeches to apply for each ailment. You have a clock accurate to within an hour, and a calendar accurate to within a week. Your physician heals himself, and your barber cuts his own hair. This is truly a golden age. This is the 12th expansion to Dominion. It has 300 cards, with 25 new Kingdom cards. There are tokens that let you save coins and actions for later, Projects that grant abilities, and Artifacts to fight over. Review: Renaissance: Simple, deep and fun - This review is for the Renaissance expansion, as the Renaissance was listed together with the Second Edition base Dominion set. Dominion: Renaissance is great. It balances adding some clever mechanics that promote interesting and varied strategies while still remaining very approachable and fun to play. It will be equally fun for both high-level and casual play. Renaissance is quite possibly the best expansion created yet. It's easy enough to be a first expansion as well. If you have any interest in Dominion and are looking for more, I can wholeheartedly recommend this one (even over Prosperity and Seaside). I have a personal love for Adventures, Empires and even most aspects of Nocturne, but they are slightly more complex (especially Nocturne). The mechanics: The coin and action saving tokens (collected on your Coffers and Villagers mats, respectively) are great to use. Coffers return from the Guilds expansion. Having the ability to smooth out your purchasing power across turns or even save up for a big turn is very powerful and strategic. The Villagers can really get you out of a bind when you draw actions you couldn't otherwise play. They even allow you to use more cards that don't give +Action in your deck than you otherwise would. The provided cards also dole them out in interesting ways. The Artifacts are passive ability-granting cards that you hold on to that stay out of your deck. There is only one copy of each and players fulfilling certain conditions on the corresponding Kingdom card can take it away for themselves. Flag Bearer in particular seems to get stolen a lot, as the person holding it basically gets a 6 card hand instead of 5. They are fun and provide a interesting form of player interaction aside from Attack cards, though there are only 4 Kingdom cards that use Artifacts. This expansion is light on attack cards: there are only 2, which isn't really a problem due to the Artifacts. The Projects provide an extra ability for the rest of the game after you buy them, and are often very useful. Sometimes it comes down to when you should buy them, not if. Some are very fun, such as Citadel, that's like an automatic Throne Room at the start of each turn. There are 20 in total and you'll want to include 1 or 2 in every game you play, whether or not you use the other Renaissance cards in a given game. There are also a fair number of Kingdom cards that don't use any of the new mechanics. Some use parts of mechanics from prior sets (e.g. Duration cards from Seaside, when-trash abilities from Dark Ages, and when-gain abilities from Hinterlands, cost reduction from Intrigue, etc.). These are also well put together and interesting without being overly complex. Even the most complex cards, (possibly Improve, Research and the Capitalism Project) aren't that hard to understand. The components: The only slight issue is here are some slight printing coloration issues where the tint of the card fronts doesn't always match that of prior expansions - they are generally lighter. The backs are ever so slightly different as well, but not enough to notice unless you're looking. It hasn't been an issue in my play group yet. The other components (mats, tokens, and wooden project tracking cubes) are high quality and look nice. Review: Good quality matches rest of card - I already had enough to play with 5-6 players but now I can play with more! Love it! Came with an extra trash pile and other cool cards. Def elevates the game.

| ASIN | B07GRF6L3N |
| Best Sellers Rank | #34,809 in Toys & Games ( See Top 100 in Toys & Games ) #1,004 in Board Games (Toys & Games) |
| Customer Reviews | 4.8 4.8 out of 5 stars (1,769) |
| Is Discontinued By Manufacturer | No |
| Item model number | RGG558 |
| Product Dimensions | 11.5 x 11.5 x 3 inches; 2.2 Pounds |
| Release date | November 5, 2018 |
| Studio | Rio Grande Games |
D**B
Renaissance: Simple, deep and fun
This review is for the Renaissance expansion, as the Renaissance was listed together with the Second Edition base Dominion set. Dominion: Renaissance is great. It balances adding some clever mechanics that promote interesting and varied strategies while still remaining very approachable and fun to play. It will be equally fun for both high-level and casual play. Renaissance is quite possibly the best expansion created yet. It's easy enough to be a first expansion as well. If you have any interest in Dominion and are looking for more, I can wholeheartedly recommend this one (even over Prosperity and Seaside). I have a personal love for Adventures, Empires and even most aspects of Nocturne, but they are slightly more complex (especially Nocturne). The mechanics: The coin and action saving tokens (collected on your Coffers and Villagers mats, respectively) are great to use. Coffers return from the Guilds expansion. Having the ability to smooth out your purchasing power across turns or even save up for a big turn is very powerful and strategic. The Villagers can really get you out of a bind when you draw actions you couldn't otherwise play. They even allow you to use more cards that don't give +Action in your deck than you otherwise would. The provided cards also dole them out in interesting ways. The Artifacts are passive ability-granting cards that you hold on to that stay out of your deck. There is only one copy of each and players fulfilling certain conditions on the corresponding Kingdom card can take it away for themselves. Flag Bearer in particular seems to get stolen a lot, as the person holding it basically gets a 6 card hand instead of 5. They are fun and provide a interesting form of player interaction aside from Attack cards, though there are only 4 Kingdom cards that use Artifacts. This expansion is light on attack cards: there are only 2, which isn't really a problem due to the Artifacts. The Projects provide an extra ability for the rest of the game after you buy them, and are often very useful. Sometimes it comes down to when you should buy them, not if. Some are very fun, such as Citadel, that's like an automatic Throne Room at the start of each turn. There are 20 in total and you'll want to include 1 or 2 in every game you play, whether or not you use the other Renaissance cards in a given game. There are also a fair number of Kingdom cards that don't use any of the new mechanics. Some use parts of mechanics from prior sets (e.g. Duration cards from Seaside, when-trash abilities from Dark Ages, and when-gain abilities from Hinterlands, cost reduction from Intrigue, etc.). These are also well put together and interesting without being overly complex. Even the most complex cards, (possibly Improve, Research and the Capitalism Project) aren't that hard to understand. The components: The only slight issue is here are some slight printing coloration issues where the tint of the card fronts doesn't always match that of prior expansions - they are generally lighter. The backs are ever so slightly different as well, but not enough to notice unless you're looking. It hasn't been an issue in my play group yet. The other components (mats, tokens, and wooden project tracking cubes) are high quality and look nice.
J**H
Good quality matches rest of card
I already had enough to play with 5-6 players but now I can play with more! Love it! Came with an extra trash pile and other cool cards. Def elevates the game.
P**Y
The best improvement to Dominion under 20$
We really like Dominion, but the truth is, we prefer Ticket to Ride. Don't get me wrong, we do enjoy a game of Dominion but the majority of the extensions are either not appealing to us, or simply too expensive. The fact that Dominion is for only 4 players IS an obstacle... Enter the Base Cards, which provide 2 major improvements over Dominion. The Base Cards now allows you to play with up to 6 players with additional base cards: plenty of Copper (60), Silver (40) and Gold (30) as well as Estate (24), Duchy (12), Provinces (12) and curses cards(30). You even get 16 potions to increase the pile if you bought Alchemy. With 5 players, use 15 provinces/duchy and for 6 players, use 18 provinces. That's right, with this set, you have 6 extra cards so in theory, you could play with up to 8 players! You should however add 1 Kingdom card per player above 4 and ignore the "3 supply pile" rule. But each of these cards are completely redesigned with much nicer pictures so that they are more than just a big number, so I recommend that for 2-4 player games, you can just use the new cards. For me however, the biggest advantage to the game is the addition of 12 Colony (11g to buy, 10 victory points) and 12 Platinum coin (9g to buy and gives 5 gold). You can otherwise only get these 2 cards from the Prosperity expansion (for almost 3 times the cost of the base cards) and you can add them to ANY game of Dominion, not just those with Prosperity. I personally sleeve my cards but I managed to fit everything I might use in my Dominion box by putting the Platinum and the Colony in the randomizer cards spaces, and then, simply used an elastic to place the randomizer cards on top of the index column. I also placed the extra Gold, Silver, Etc... there. My base card box only has the extra curses (we don't like playing with the Witch) and Poitions (since we don't have alchemy). All and all, a great buy for a very low price.
C**G
Makes expansions much more fun
I was uncertain whether this would be worth the money: sure, it's cheap, but it doesn't really let you do anything you couldn't before. In practice, I find it's surprisingly convenient. When we want to play with an expansion, now we just grab that expansion and the Base Cards, instead of lugging around the bulky base set box. The small size of the Base Cards box makes a huge difference. The new art is also a big draw. It's definitely an upgrade over the original; the potion is particularly beautiful. One drawback, though, is that it makes it harder to see (at a glance) the difference between card cost and value, both for victory and treasure. Take the Province: the original cards have a huge "6" on the front, but with the new cards, I've caught myself more than once counting them for 8 at game's end. We also had a new player try to buy a Gold for 3! These problems are minor (especially for experienced players), but they do pop up from time to time. Overall, the Base Card expansion is a surprisingly satisfying buy for Dominion lovers who have multiple expansions (we have all of them). That's the target demographic - if you're satisfied with just the Base Set and/or Intrigue, don't bother picking this up just for the new art.
A**.
No es un producto muy complejo, cumple al 100 la espectativa
D**R
Questo set include solo quelle carte base (tesori, punti vittoria e maledizioni) di Dominion (con nuova grafica ed in inglese, ma di scritto c'è solo il nome) che si trovano nei due set base di Dominion Nasce un Regno e Intrigo (proprio quelle che servono per poter giocare ad un'espansione), oltre alle carte base delle espansioni (Colonia e Platino di Prosperità e le Pozioni di Alchimia). Pertanto con questo set minimale, non c'è bisogno di avere Nasce un Regno oppure Intrigo per poter giocare ad una qualsiasi espansione di Dominion. Da notare però che questo set fornisce esattamente lo stesso numero di carte base di ognuno dei due set base. Chi ha Intrigo, sa che con i due set base assieme si può giocare anche in 5 o 6 giocatori (proprio perché con due set base si hanno la carte base per 4 giocatori duplicate). La stessa cosa avviene se si ha questo set di carte base e uno tra Nasce un Regno o Intrigo. N.B.: per chi non ha Intrigo (nelle cui regole sono spiegate le partite con più di 4 giocatori) ed è interessato alle partite in 5-6 giocatori (perché ha Nasce un Regno e questo set Base Cards) sappiate che basta usare: 5 giocatori: 15 Province, 40 maledizioni 6 giocatori: 18 Province, 50 maledizioni Inoltre il gioco finisce quando termina il mazzetto delle Province oppure 4 mazzetti qualsiasi (invece che 3).
M**A
agora poderei jogar com mais pessoas sem o jogo acabar tão rapidamente
Z**E
Box was a little dented when it arrived, but I’m not too overly concerned on that. Overall great value for this base set, cards are beautiful and great quality.
K**R
All the cards are there including the potion, platinum and colony cards that are in expansion packs
Trustpilot
5 days ago
3 weeks ago