|  | Name | Release Date | Type | Cards | Kinds of Kingdom card | Theme | 
|  | Dominion (Base game) | October 2008 | Standalone | 500 | 25 | The original game. | 
|  | Intrigue | July 2009 | Standalone | 500 | 25 | Decisions among multiple possible effects.  Hybrid cards that are both Victory cards and another type. | 
|  | Seaside | October 2009 | Expansion | 300 | 26 | Cards with effects that happen on the player's next turn. | 
|  | Alchemy | May 2010 | Expansion | 150 | 12 | The Potion Treasure as an alternate card cost, with cards that require a Potion as well as Coin to be bought. Decks with large numbers of Action cards. | 
|  | Prosperity | October 2010 | Expansion | 300 | 25 | Expensive cards and Treasures that do something when played in the Buy phase.  Higher-value basic Treasure and Victory cards. VP tokens. | 
|  | Cornucopia | June 2011 | Expansion | 150 | 13 | Cards that are more useful when there is variety in the player's deck. | 
|  | Hinterlands | October 2011 | Expansion | 300 | 26 | Cards that have an additional effect when bought or otherwise gained. | 
|  | Dark Ages | August 2012 | Expansion | 500 | 35 | Cards that have an additional effect when trashed. Cards that care about the Trash. Cards that upgrade themselves.  Ways to upgrade other cards. | 
|  | Guilds | June 2013 | Expansion | 150 | 13 | Coin tokens that can be saved to spend later. Cards you can get more out of by paying extra for them. | 
|  | Adventures | April 2015 | Expansion | 400 | 30 | Cards that can be saved for the right moment. Events, which give you something to buy besides cards. Tokens that can modify cards. | 
|  | Base Cards | June 2012 | Replacement Cards | 250 | 0 | (A set of all the basic cards—Treasures, Victory, and Curse cards—from the standalones and expansions with new design and different art.  No Kingdom Cards.) | 
 
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