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Dominion (DOM) Email GM   Updated June 7, 2023
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 (2nd Year)
Round Day Start Time Duration Location
Demo 1/1FSu121Exhibit Hall Annex Table #2
Heat 1/3FSa141Seasons
Heat 2/3FSu181Seasons
Heat 3/3Mo131Seasons
QuarterfinalMo171Seasons
SemifinalMo181Seasons
FinalTu231Laurel
2023 Tournament Format Heats Most Wins - 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 pre-approved 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 at least two wins, then we will proceed directly to the semifinals; with more than 16 eligible players, quarterfinals will be played and players with one win will be included to fill up to the next of 27, 36, 48, or 64 players based on the Heats Most Wins Points Standard Tiebreakers.

Quarterfinal and semifinal 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 ten Kingdom cards to be used—which may include Kingdom cards from expansions that are generally disallowed in regular tournament play. Special rules may also be used to keep the finalists on their toes. The special rules and card market will not be revealed until that final game convenes.

HEATS: MOST WINS - POINTS (HMW-P):

  1. Most Wins (e.g., total in all heats entered)
  2. Total Points – Players earn the following pints in each heat they entered:
    • 1st Place - 1,000 points
    • 2nd Place - 100 points
    • 3rd Place - 10 points
    • 4th Place - 1 points
    • All other places - 0 points
    • e.g. player has a 1st, 2nd, and 4th in three heats: total points would be 1,101
  3. GM Specific Tie-breaker - None Specified
  4. High dice roll.

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