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Rio Grande Games Dominion Dark Ages Expansion, Brown
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Purchase options and add-ons
Age Range (Description) | Adult |
Number of Players | 2-4 |
Brand | DOMINION DARK AGES |
Theme | Video Game |
Material | Paper |
About this item
- This is an expansion to Dominion, not a standalone game
- Includes 500 cards
- Adds depth and complexity
- This is an expansion to Dominion, it is not a stand-alone game
- Adds depth and complexity to the game
- Includes 500 cards
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Product information
Product Dimensions | 11.75 x 11.75 x 2.88 inches |
---|---|
Item Weight | 3.17 pounds |
Country of Origin | Germany |
ASIN | B008GRI010 |
Item model number | RGG481 |
Manufacturer recommended age | 14 years and up |
Best Sellers Rank | #94,544 in Toys & Games (See Top 100 in Toys & Games) #3,085 in Board Games (Toys & Games) |
Customer Reviews |
4.9 out of 5 stars |
Is Discontinued By Manufacturer | No |
Manufacturer | Flat River Group |
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Product Description
Product Description
Times have been hard. To save on money, you have moved out of your old castle, and into a luxurious ravine. You didn't like that castle anyway, it was always getting looted, and never at a reasonable hour. And if it wasn't barbarians it was the plague, or sometimes both would come at once, and there wouldn't be enough chairs. The ravine is great, you get lots of sun, and you can just drop garbage wherever you want. In your free time you have taken up begging. Begging is brilliant conceptually, but tricky in practice, since no one has any money. You beg twigs from the villagers, and they beg them back, but no one really seems to come out ahead. That's just how life is sometimes. You are quietly conquering people, minding your own business, when suddenly there's a plague, or barbarians, or everyone's illiterate, and it's all you can do to cling to some wreckage as the storm passes through. Still, you are sure that, as always, you will triumph over this adversity, or at least do slightly better than everyone else. This is the 7th addition to the game of Dominion. It is 500 cards but is not a stand-alone. It adds 35 new Kingdom cards to Dominion, plus new bad cards you give to other players (Ruins), new cards to replace starting estates (shelters), and cards you can only get via specific other cards. The central themes are the trash and upgrading. There are cards that do something when trashed, cards that care about the trash, cards that upgrade themselves, and ways to upgrade other cards.
From the Manufacturer
Times have been hard. To save on money, you have moved out of your old castle, and into a luxurious ravine. You didn't like that castle anyway, it was always getting looted, and never at a reasonable hour. And if it wasn't barbarians it was the plague, or sometimes both would come at once, and there wouldn't be enough chairs. The ravine is great, you get lots of sun, and you can just drop garbage wherever you want. In your free time you have taken up begging. Begging is brilliant conceptually, but tricky in practice, since no one has any money. You beg twigs from the villagers, and they beg them back, but no one really seems to come out ahead. That's just how life is sometimes. You are quietly conquering people, minding your own business, when suddenly there's a plague, or barbarians, or everyone's illiterate, and it's all you can do to cling to some wreckage as the storm passes through. Still, you are sure that, as always, you will triumph over this adversity, or at least do slightly better than everyone else. This is the 7th addition to the game of Dominion. It is 500 cards but is not a stand-alone. It adds 35 new Kingdom cards to Dominion, plus new bad cards you give to other players (Ruins), new cards to replace starting estates (shelters), and cards you can only get via specific other cards. The central themes are the trash and upgrading. There are cards that do something when trashed, cards that care about the trash, cards that upgrade themselves, and ways to upgrade other cards.
From the manufacturer
Times have been hard. To save on money, you've moved out of your old castle and into a luxurious ravine
You didn't like that castle anyway; it was always getting looted and never at a reasonable hour. And if it wasn't barbarians it was the plague, or sometimes both would come at once, and there wouldn't be enough chairs. The ravine is great; you get lots of sun, and you can just drop garbage wherever you want. In your free time you've taken up begging. Begging is brilliant conceptually, but tricky in practice since no one has any money. You beg twigs from the villagers, and they beg them back, but no one really seems to come out ahead. That's just how life is sometimes. You're quietly conquering people, minding your own business, when suddenly there's a plague, or barbarians, or everyone's illiterate, and it's all you can do to cling to some wreckage as the storm passes through. Still, you are sure that, as always, you will triumph over this adversity, or at least do slightly better than everyone else.
Dominion: Dark Ages is the seventh addition to the game of Dominion. It contains 500 cards but is not a standalone game. It adds 35 new Kingdom cards to Dominion, plus new bad cards you give to other players (Ruins), new cards to replace starting Estates (Shelters), and cards you can get only via specific other cards. The central themes are the trash and upgrading. There are cards that do something when trashed, cards that care about the trash, cards that upgrade themselves, and ways to upgrade other cards.
- 2–4 Players
- 30 Minute Playing Time
- Age: 13+
What's in the box
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Review of Dominion expansion DARK AGES game
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Customer reviews
Customer Reviews, including Product Star Ratings help customers to learn more about the product and decide whether it is the right product for them.
To calculate the overall star rating and percentage breakdown by star, we don’t use a simple average. Instead, our system considers things like how recent a review is and if the reviewer bought the item on Amazon. It also analyzed reviews to verify trustworthiness.
Learn more how customers reviews work on AmazonCustomers say
Customers like the quality, variety, and expansion of the tabletop game. They say it's a well-thought-out game with lots of new cards to play with and a wide variety of new game functions and mechanics. They also describe the theme as more complex and fun. Customers also mention that the game is very fun and able to integrate with other expansions.
AI-generated from the text of customer reviews
Customers find the game awesome, interesting, and well-thought-out. They also say it's a fun game with cool mechanics. Customers also say the expansion is worth the wait and one of the best.
"...Overall, the cards are great, but just a notch below Prosperity, Seaside and Hinterlands. There is just so much variety and content, though...." Read more
"...The quality of the artwork in this expansion is very good, and you get a lot for your money...." Read more
"...To conclude, this is a big expansion that was worth the wait for fans of the game (of which I am one)...." Read more
"This expansion is an amazing addition to the table when you play Dominion...." Read more
Customers like the variety of the game. They say it offers a wide variety of new game functions and mechanics, and game options for every single expansion that exists before it. They also say the cards are very versatile for almost every setup. Overall, customers say the expansion completely changes the Dominion gaming experience.
"...Overall, the cards are very versatile for almost every setup, and its far from the harshly-limited alchemy expansion, but you will want to play with..." Read more
"...We really enjoy the wide variety of new game functions and mechanics..." Read more
"...It adds a ton of new cards that can be integrated between both boxes giving more variation, it also adds new starting cards and new mechanics that..." Read more
"...What else is new? Well, one of the kingdom decks - Rats - includes 20 cards, making it the only kingodm deck to include more than 12 cards...." Read more
Customers find the expansion great, awesome, and game-changing. They also say it's the best expansion for Dominion, a great addition to your collection, and a good way to freshen up the series. Customers also mention that the uniqueness this expansion introduces is unparalleled.
"...It is a lot of fun, with more complexity than previous expansions...." Read more
"Great expansion pack. We have been having so much fun playing this!" Read more
"...That being said, Dark Ages is a very robust expansion with lots to offer...." Read more
"...of times, and my initial impression is that though it's an impressively large expansion, bigger does not always mean better...." Read more
Customers find the theme of the expansion set much more complex and fun than Dominion: Prosperity. They say it adds interesting mechanics to the game that lead to fun combinations and strategies. They also mention that the types within the cards are quite interesting and introduce many new ideas. Overall, customers are satisfied with the theme and recommend it to others.
"...As it is, this is the single biggest expansion to date and introduces so many new ideas that the sheer quanitity of original content makes up for..." Read more
"...expansions preceded this one, but rest assured: Dark Ages brings a lot of new life (and plenty of death) to the Dominion franchise." Read more
"...In short, Dark Ages provides a wealth of variety, mechanics, strategy, and tactics to an already deep game system...." Read more
"This expansion pack offers a completely different twist to the game! Glad we have it!" Read more
Customers find the game fun, with attractive game pieces and great names. They also say the knight cards are fun to use and the Dark Ages is fun to play with other sets. Customers also mention that the game is popular with middle school students.
"Just played this with my wife and son last night. It is a lot of fun, with more complexity than previous expansions...." Read more
"...I can say without hesitation that games with Dark Ages cards are the most fun, fair, and balanced...." Read more
"...They're definitely fun and there are many different ways to use them in combination with cards from other sets...." Read more
"...I found that Dark Ages is a more plodding version of the game...." Read more
Customers find the game pairs well with other expansions, integrating well with all other expansion sets, and creating great synergies. They also say the artwork is consistently excellent throughout.
"...It pairs well with other sets. (We've tried it with Allies, Menagerie, and Nocturne so far.)..." Read more
"...varying degrees of excellence in artwork, this one if consistently excellent throughout...." Read more
"...It pairs well with other expansions mixing things up just enough. It’s also a HUGE expansion set so lots of new cards to play with." Read more
"...Lots of new ways to play cards, and they work really interestingly with other sets...." Read more
Customers find the cards beautifully depicted, clever, and unique. They also say the game pieces are attractive and fun.
"...++Cards feel unique and fun++As with almost all Dominion sets, the card name, card art and card mechanic all work flawlessly together..." Read more
"...Aesthetically speaking, the cards are beautifully depicted and feature some real eye-catching graphics...." Read more
"...It has it's own set of unique feel cards. There are cards for going thru the discard piles now, and also for going thru the trash piles...." Read more
"I have several expansion packs and this one has the coolest cards, it’s a must have." Read more
Customers are mixed about the condition of the tabletop game. Some mention it's in excellent condition, with no issues with quality, and well constructed. Others say that it arrived damaged, with ripped pages and a damaged card organizer.
"...This set has no holes and no flaws. Enjoy!" Read more
"...The shrink wrap was torn slightly off the box and the card organizer was damaged because of the cards freely moving in the box hitting the cardboard..." Read more
"...was just as a good as the others and the cards are durable and well constructed. The game playing within the cards is also quite interesting...." Read more
"...The card label that goes in the center of the box arrived damaged. It doesn't ruin the game play, but hurts the ability to see whart cards go where." Read more
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Dominion had 25kingdoms (2008)
Intrigue had 25kingdoms (2009)
Seaside had 26kingdoms (2009)
Alchemy had 15kingdoms (2010)
Prosperity had 25kingdoms (2010)
Cornucopia had 13kingdoms (2011)
Hinterlands had 26kingdoms (2012)
Dark Ages has 35kingdoms (2012)
The set introduces a few new types of cards
Shelters - these function as alternatives to the three estate cards that players normally start with in their deck. They are slightly less detrimental because they each do something small (some are +action, some give you things for trashing them, etc). There are three different types
Ruins - these are like shelters in the fact that they are under-powered cards. They function somewhere between [estates] (which give a small victory point reward but clog up your hand) and curses (which both hurt you and clog up your hand). They clog up your hand slightly, don't award victory points, but have some powers in the game. They are usually under-powered compared to kingdom cards in the supply so they don't hurt as much as a curses but water down the power of your deck. Usually you give them to other players when you pillage or ransack them, but sometimes (like the [Death Wagon], they come with another kingdom card.
Knights- these act like a normal kingdom cards in that they are put out in a stack of 10, but only the top card is visible and each card in the stack is unique (each has its own name e.g. [sir michel]and power). Basically its just ten different kingdom cards stacked as one to add more variability to the game.
[Rats]- these are traditional action cards in every way except that they self-replicate, eat through your deck (make you trash a card) and there are 20 instead of 10 of them.
[Hermit]/[Madman]- When you have [Hermits] in your game, you will also pull out a pile of [Madman] cards. When you use a [Hermit] and fail to buy a card that turn, the [Hermit] turns into a [Madman] (you trash the [Hermit] and get a [Madman] from another stack ([Madman], [Mercenary] and [Spoils] are all action or treasure cards that can only be acquired via other cards and don't count toward the 10 kingdom limit or game-end conditions. Its an interesting mechanic where hermits can go mad and madmen go out in a blaze of glory.
[Urchin]/[Mercenary] - When/if you play with the [Urchin] card, you also pull out a stack of [Mercenary] cards. [Mercenaries] are not part of supply and can only be acquired via an [Urchin]. The gist is that if an [Urchin] aims high (takes on multiple tasks/actions in a single turn] then he becomes a [mercenary] (trash the [Urchin] and get a {mercenary]
[Spoils] - these are not in the supply and can only be acquired by cards that pillage or ransack others. [Spoils] are basically a single-use [gold]. Pillaging means that other players discard cards and you put a [spoils] card in your discard pile. Ransacking means you give every other player a Ruin card and you gain a [Spoils]. When the [Spoils] appears in your hand, you use it for +3 coin and instead of discarding it to your discard pile, you discard it back to the [spoils] stack from whence it came.
When trashed - many of these cards have a power that is only used when the card is trashed (whether voluntarily as a strategy or involuntarily). This adds a lot of interesting strategy particularly with Hinterlands and Seaside.
Trash as power - [Death Cart] is an extremely powerful card that requires you to trash an action card. If you don't, you trash it at the end of that turn. Cards like [Procession] allow you, amongst other things, to use an action card twice (a la [throne room], but if you double an action, you trash that card. Both are examples of trash "powering" or "powering up" cards.
So is it fun? Yes it is. We played three games with Dark-Ages-only sets and two games with sets mixed with Dark-Ages cards last night (after getting it via two-day shipping and we had a blast. The game plays very well with itself, and played interestingly with other cards. On one of the games, the mix wasn't optimal because we had many cards to put things into the trash, but nothing to trash them or get them out of the trash. Overall, the cards are very versatile for almost every setup, and its far from the harshly-limited alchemy expansion, but you will want to play with at least one card that causes players to trash cards (from any expansion) and at least one that benefits from being trashed. Pulling cards from the trash is optional, but makes for a fun dynamic.
The good
+++You get a TON of variety here and a TON of content
++Cards feel unique and fun
++As with almost all Dominion sets, the card name, card art and card mechanic all work flawlessly together
++Unique expansion feel (poverty, destruction, underground and rebirth)
++interesting new mechanics introduced
++great art
+It actually helps make some of the less-viable Cornucopia cards more viable
The bad
-some cards aren't as fun without being matched with others (which could be said about almost any set). It's far from the train-wreck that is Alchemy.
-Some cards are a little less inspired
-Some games felt a little "impoverished" and bogged down. We didn't have a lot of money or our hands were filled with under-powered ruins. It fits the expansion feel well, but I tend to favor the power-play games rather than the games where everyone scrapes along toward victory-- this is totally subjective.
Overall, the cards are great, but just a notch below Prosperity, Seaside and Hinterlands. There is just so much variety and content, though. If it was a smaller set like Conucopia, I'd put it at the bottom of the list with Cornucopia. As it is, this is the single biggest expansion to date and introduces so many new ideas that the sheer quanitity of original content makes up for the quality of some of the cards.
1) Intrigue (the better base set)
2) Prosperity (the highest quality expansion set)
3) Dark-Ages (the expansion with the most new ideas)
4) Seaside (the second best in terms of quality)
5) Hinterlands (the quirkiest and most bizarre but often overpowered)
6) Cornucopia (a little blah and TINY)
and just skip Alchemy altogether. It's bad. You'll never play it.
1) To get maximum enjoyment out of this deck, I think you have to carefully choose kingdom cards that complement each other. I would not recommend using the randomizer deck to pick Kingdom cards.
2) There is more interaction among players with this expansion than in some other sets. Your opponents will try to force you to trash good cards while clogging your hand with weak cards.
3) Because players will continually be weakening each others' hands, games with this expansion can last a bit longer.
4) A few cards, like Death Cart, are extremely powerful and it is a good idea to include them in kingdom card sets used for individual games, or games could really drag on.
5) We liked the concepts or shelters and ruins, and the focus on the trash pile. They add new dimensions to the game.
6) The functions and capabilities of individual cards are well-linked to the titles of the cards. I think this expansion is more thematic than previous expansions -- you are really struggling to accumulate those victory points in impoverished "dark ages."
Dark Ages presumes humble beginnings and a "hard times" economy, which is a refreshing change from the (over-)abundance of wealth in Prosperity and the mind-boggling complexity of Alchemy (e.g., Possession). Much of the game action involves trashing cards, and sifting through the trash. We really enjoy the wide variety of new game functions and mechanics (Knight attacks to trash opponents' cards, Hermit converting to Madman, Urchin converting to Mercenary, Rogue trash retrievals, etc.). As the game unfolds and your deck grows (or shrinks, depending), you really get a feeling of well-deserved progress.
Having played on-line with all the various Dominion expansions, I can say without hesitation that games with Dark Ages cards are the most fun, fair, and balanced. Strategies for success can vary widely (I still can't figure out how to make Rats work without destroying my entire deck, but I have seen another player use it to good effect). With other sets, experienced players can exploit a single overpowered and under-priced card (Baker, Bridge, Bishop -- do they all start with 'B'?) to run away with it. Haven't seen anyone do that yet with Dark Ages.
Aesthetically speaking, the cards are beautifully depicted and feature some real eye-catching graphics. A few of the Knights are a little hokey (did they just Photoshop pictures of family members?), but that's in keeping with Dominion's occasional tongue-in-cheek humor.
I wasn't sure whether the Dominion team had already exhausted their imaginations, considering how many expansions preceded this one, but rest assured: Dark Ages brings a lot of new life (and plenty of death) to the Dominion franchise.