Tuesday, October 20, 2009

Play Testing Dominion

OK. I have a few minutes before bed. I should probably spend these reading for some class. Instead, I am going to use them to discuss tonight, October 20th's, board game Dominion.

For those of you who don't know I recently joined 2D6.org as a reviewer. The reasoning behind this was two-fold. First, I was hoping learn a bit more about game mechanics. I thought that by playing games I could do this. Secondly, I just like playing game with my friends.

So, anyway. I like dominion. After two games suck at it, but I like it. One of the things I really like about the game is that there are a lot of different combinations of cards that can come into play right off the bat. This mechanic makes sure that you will get what seems like at least 10 games in before things start to feel to repetitive. The card mechanic also makes the game easily expandable. I have played a few other games that use the mechanic of "Living Card Game", in which booster packs are released monthly or bi-monthly as expansions. I don't know if this is what Dominion has in mind, but it would certainly work.

As I said, I don't really have a lot of time to write here, so I want to say one thing that I don't like about the game. I think that my confederates at 2D6.org will agree with me, that Dominion doesn't have enough player interaction. I thought about the lack of interaction a bit, but because I am running out of time I will simply leave you with two questions. First, "Is Dominion a race to the end style of game? Or is it something else or some combination of different types?" Second, "Is there some sort of mechanic that could allow you more interaction? Maybe, for example, you could destroy another players progress in someway?"

Later,

TR