Dominion: Guilds (Game Review)

Dominion: Guilds
After an amazing five years, the time of Dominion has ended. Designer Donald X. Vaccarino insists that Guilds is the last planned expansion. Whether or not that really remains true, the game will definitely feel different now that there are no longer new cards being added every six months.
This is a solid expansion, though it doesn’t feel as momentous as I’d like the final one to be. The original plan was originally to save Dark Ages until the end, and I think that would have been a good idea. Not only was it great, but it felt game-changing and added the most new cards of any Dominion game. Guilds, on the other hand, is one of the half-size expansions, and because the game’s variety comes from all the combinations of cards, these ones with twelve new card types feel like they have a quarter of the new material that the twenty-six-card expansions do.
This one is definitely good for expert players, though, which is appropriate for the last expansion. The two themes are Coin tokens, which you can save to spend as money in a future round, and cards that let you “overpay” when you buy them in return for a benefit. Previously, you had to spend money on the turn you earned it, and one of the trickiest things for new players to learn was that the best card for your deck wasn’t always the most expensive one. Now, players are also faced with the opposite question: Is the best card for your deck one that you should give up your savings for? If you have several coins saved up and multiple buys, this isn’t an easy question.
The theme doesn’t feel very strong, since there have been cards featuring different professions in every set. As always, though, there are fun new cards. Soothsayer is a good twist on the classic Witch: It gives the owner a Gold and the other players an extra card draw, which helps alleviate the impact of all the Cursing that goes on in Witch games. And the Advisor is like the old Envoy promo card, but adding the balance and strategy that that card lacked. However, the best thing about Guilds is that it changes a fundamental part of the game, but it still feels natural and easy to teach to new players. This adds variety and new strategies, but it doesn’t feel like the game is any harder to learn. Strangely, this makes the expansion feel both refreshing and less essential.
This may not be one of the most memorable Dominion expansions, but it definitely continues the game’s winning streak. In a hobby filled with constant changes, it’s amazing that Dominion managed to remain one of my favorite games through all that time. Of course, it did that partly with those expansions that constantly added novelty. Guilds is a satisfying close to this era.
Grade: B
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