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Houserules & variants
Deal fifteen kingdom cards and let players collectively cut it to ten before the first turn. Produces more coherent kingdoms than a blind random ten.
Tscribed by The Archivist
The game ends at the end of a full round rather than mid-round, so every player takes the same number of turns. Removes the advantage of seat order in a close pile-out.
Agree before setup on one or two kingdom cards nobody enjoys and swap them out. A house ban list keeps the ten-card kingdom fun rather than a chore.
Sign into scribe a rule for Dominion.