Dominion: Intrigue Review

Release: 2009
Players: 2 - 6
Playing Time: 0.5 h
Card Game Medieval

Summarized Review

Intro

Dominion: Intrigue takes the brilliant deck-building formula that made the original Dominion a phenomenon and adds a delicious layer of player interaction. Released in 2009, this standalone expansion introduces cards that let you mess with your opponents in ways the base game barely touched. You're still building an efficient engine to score victory points, but now you can also force other players to discard cards, gain unwanted junk, or make tough choices that benefit you more than them.

The game works beautifully with 2-6 players (though it really shines with 3-4) and typically wraps up in about 30 minutes. With a solid 7.69/10 rating from the community, it's earned its reputation as one of the essential Dominion releases. The complexity sits comfortably in beginner-friendly territory—if you can handle the base game, you'll pick this up without breaking a sweat.

How It Plays

The core deck-building mechanics remain unchanged from the original Dominion. Everyone starts with the same small deck of basic cards, and you spend your turns buying better cards from a shared supply to gradually improve your deck's efficiency. Draw five cards, play your action cards, buy something with your money, then discard everything and repeat.

What makes Intrigue special is its focus on attack cards and interactive effects. Cards like Minion let you force everyone to discard their hand and draw four new cards (after you decide whether to do the same). Swindler replaces opponents' cards with ones of the same cost that you choose—usually something terrible. Torturer makes everyone either discard two cards or gain a Curse, and they hate you for both options.

The variable setup means every game feels different. You'll pick 10 different Kingdom card piles for each session, creating unique combinations that demand fresh strategies. Maybe this game rewards big money strategies, or perhaps the available attacks make defensive cards essential. That's the beauty of Dominion—the same rules create completely different puzzles.

Highlights

The interactive cards are genuinely clever. Unlike many attack-heavy games that can feel mean-spirited, Intrigue's aggression feels strategic rather than personal. When someone plays Saboteur to trash your Silver, it stings but it's also a legitimate tactical move. The attacks create interesting decisions for both attacker and victim.

Several cards offer opponents choices, which creates fascinating psychological gameplay. Torturer doesn't just hurt people—it makes them pick their poison. Do they discard their good cards or accept a Curse? These moments of "controlled chaos" add tension without making the game feel random or unfair.

The production quality matches the original perfectly. Since this works as either a standalone game or expansion, you get a complete set of basic Treasure and Victory cards. The card quality is solid, the artwork maintains the series' distinctive medieval aesthetic, and everything fits together seamlessly if you own other Dominion sets.

Intrigue also introduced some of the series' most iconic cards. Nobles gives you flexibility as both an Action and Victory card. Duke scores points based on how many Duchies you have, creating an alternative victory strategy. These designs influenced later expansions and remain tournament staples years later.

Criticisms

The increased player interaction isn't for everyone. If you loved the original Dominion specifically because it felt like multiplayer solitaire where you could focus on perfecting your own engine, Intrigue might frustrate you. Getting hit by attacks when you're trying to execute a careful strategy can feel disruptive, especially for newer players who haven't learned to adapt quickly.

Some cards can create awkward game states or slow down play. Torturer, while brilliant in concept, can bog things down as players agonize over their terrible choices. Swindler requires you to know what cards cost the same amount as what your opponent trashed, which can be overwhelming for casual players. The decision trees get complex fast when multiple interactive cards hit the table together.

The attacks can also create a "gang up on the leader" dynamic that some groups handle better than others. When one player gets ahead, everyone else might naturally target them with attacks, which can feel unfair even when it's strategically sound. This is more about group dynamics than game design, but it's worth considering if your gaming group doesn't handle direct conflict well.

Conclusion

Dominion: Intrigue is essential for anyone who wants more interaction in their deck-building. If you enjoyed the base game but wished you could do more than just optimize your own deck, this delivers exactly what you're looking for. Experienced Dominion players will appreciate the added depth and new strategic considerations, while the standalone nature makes it a great entry point for newcomers who want a bit more player interaction from the start.

Skip this one if you prefer games where you can execute long-term plans without interference, or if your group doesn't enjoy games where players can directly mess with each other. But for everyone else, Intrigue represents Dominion firing on all cylinders—elegant mechanics, meaningful choices, and just enough chaos to keep things exciting.

About this Game

In Dominion: Intrigue (as with Dominion), each player starts with an identical, very small deck of cards. In the center of the table is a selection of other cards the players can "buy" as they can afford them. Through their selection of cards to buy, and how they play their hands as they draw them, the players construct their deck on the fly, striving for the most efficient path to the precious victory points by game end.

From the back of the box: "Something’s afoot. The steward smiles at you like he has a secret, or like he thinks you have a secret, or like you think he thinks you have a secret. There are secret plots brewing, you’re sure of it. At the very least, there are yours. A passing servant murmurs, “The eggs are on the plate.” You frantically search your codebook for the translation before realizing he means that breakfast is ready. Excellent. Everything is going according to plan."

Dominion: Intrigue adds rules for playing with up to 8 players at two tables or for playing a single game with up to 6 players when combined with Dominion. This game adds 25 new Kingdom cards and a complete set of Treasure and Victory cards. The game can be played alone by players experienced in Dominion or with the basic game of Dominion.

Part of the Dominion series.

Integrates with:

Dominion


Also released as an expansion that requires the base game or card set to play: Dominion: Die Intrige – Erweiterung.

Similar Games

Capsule image

Dominion: Intrigue

Age 13
Players 2 - 6
Playing Time 0.5 h
Difficulty 2 / 5