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Dominion (DOM) Email GM   Last updated July 11, 2022.
Class B: Beginning Players Welcome You may play if you have read the rules, played previously, or participated in a scheduled demo. Be on time for the scheduled demonstration. The GM will remain for only 15 minutes if no one is present.
Schedule  GM: Russ Bielefeldt (1st Year)
Round Day Start Time Duration Location
Demo 1/1FSu111Exhibit Hall Annex Table #2
Heat 1/3FSa201Seasons
Heat 2/3FSu191Seasons
Heat 3/3Mo141Seasons
QuarterfinalMo171Wintergreen
SemifinalMo181Wintergreen
FinalTu231Laurel
2022 Tournament Format HMW-Points

IMPORTANT IMPORTANT IMPORTANT! Bring your copy of the game! We have had to turn people away from heats in previous years due to lack of copies. Bringing a copy guarantees that you will not be left out!

Dominion is the granddaddy of deck-building games. Starting with a basic deck, representing their starting kingdom, players acquire new and better cards, expanding their options for future turns. Eventually they acquire victory cards, which slow their progress, but are the only things that matter in the end. Each game is different from those that came before, with only a small portion of Dominion's cards being present in any game.

Heats in this year's tournament may be played with any of the following versions:

  • Dominion (1st or 2nd edition)
  • Intrigue (1st or 2nd edition)
  • Seaside
  • Prosperity (excluding Colony or Platinum cards)

Ten Kingdom cards from those available will be randomly selected within each group of players via the Randomizer cards that are included with each copy of the game.

Buying out all 6-point Provinces or any three other supply piles will immediately end the game. The player with the most victory points wins. If there is a tie for the lead, the player who has taken fewer turns wins. If still tied, in a heat game, both players will be considered winners. In elimination games, the player with the later starting Turn Order will be the winner.

Winning two or more heats guarantees a spot in the playoffs. If 16 or fewer players have two wins, then we will proceed directly to the semifinals; with more, quarterfinals will be played (if approved by the Convention Director). Players with one win--using the new Board-approved points tiebreaker format--will be included to fill up to the next of 16, 27, 36, 48, or 64 players.

Quarterfinals and semifinals will be played using any of the same sets as the heats. The only change is that players must now bid for turn order. In a randomly selected sequence, players will bid in half-VP increments for their seat of choice. If outbid, you may bid again for a seat when it is your turn. Once all seats have a bid, those bids are final and will be deducted from the players’ scores at the end of the game.

Players will once again bid for turn order in the championship final, but the GM will pre-select a specific set of cards to be used. Special rules may be introduced for the final, but they will not be revealed until that final game convenes.

HEATS: MOST WINS - POINTS (HMW-P):Tie-breakers are:

  1. Most Wins (e.g., total in all heats entered)
  2. Most Second Places
  3. Fewest total points behind first place in second place finishes. Not playing in a heat counts as an N/A for this criteria, not 0 points
  4. Fewest total points behind first place in all finishes. Not playing in a heat counts as an N/A for this criteria, not 0 points
  5. Fewest Heats
  6. High dice roll.

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