Dominion Adventures Rules
Dominion: Adventures Rules
Official-rulebook flavor excerpt: “Life is either a daring adventure or nothing.”
Adventures sends Dominion out beyond the familiar kingdom, with dangerous journeys, equipment, long-term companions, taverns, upgrade paths, and one-time purchases that reshape a turn. The expansion's major systems are Duration cards, Reserve cards, Travellers, Events, and player tokens.
Setup
Use the Basic cards and normal Dominion rules, then choose 10 Kingdom piles. Events are additional landscape cards and do not replace Kingdom piles; the official rules recommend using no more than two Events in a game. If Page is used, place Treasure Hunter, Warrior, Hero, and Champion near the Supply. If Peasant is used, place Soldier, Fugitive, Disciple, and Teacher near the Supply. These upgrade cards are outside the Supply.
Give each player a Tavern mat when Reserve cards are used, and make the six player-specific tokens available: +1 Card, +1 Action, +1 Buy, +1 coin, -1 Card, and -1 coin, along with the Journey and Estate tokens when required.
Duration Cards
A Duration remains in play while it still has an effect waiting for a future turn. Discard it during the Clean-up after its final pending effect resolves. If another card plays a Duration multiple times, that other card may also need to stay in play as a reminder until all of the Duration's effects are finished.
Reserve Cards and the Tavern Mat
Reserve cards normally move to your Tavern mat when played. A Reserve card may later be “called” at the time its text specifies. Calling a card moves it from the Tavern mat into play and does not use an Action. If several Reserve cards or other effects can be called at the same time, you choose their order unless a card says otherwise.
Events
Events are bought during the Buy phase. Buying one uses a Buy and pays its printed cost, then resolves the Event; the Event itself remains on the table and is never gained into a deck. If you have enough Buys and money, you may buy more than one Event, or even the same Event several times unless its text limits you. After you buy an Event, you may not play additional Treasure cards that turn. Event costs are not card costs and are not reduced by effects that lower card costs.
Travellers
Page and Peasant begin upgrade chains. When you discard a Traveller from play, you may exchange it for the next card in its chain. Exchanging is not gaining, trashing, or buying: return the Traveller to its own pile and put the next card into your discard pile. The final cards, Champion and Teacher, are not Travellers and do not exchange further.
Player Tokens
The +1 Card, +1 Action, +1 Buy, and +1 coin tokens can be placed on Action Supply piles. When you play a card from a pile holding one of your bonus tokens, receive that bonus first. Each player has only one of each token.
The -1 Card token goes on your deck and makes the next instruction that draws one or more cards draw one fewer, then the token is removed. The -1 coin token reduces the next coin-producing amount you receive by one, then is removed. The Journey token flips between its face-up and face-down sides when instructed. The Estate token is used by Inheritance.
Kingdom Card Clarifications
Amulet
When played and again at the start of your next turn, choose separately among its three options: receive a coin, trash a card from your hand, or gain a Silver. You may choose a different option each time.
Artificer
After its initial card, Action, and coin bonuses, discard any number of cards from your hand. You may then gain a card costing exactly one coin for each card discarded and put that gained card on top of your deck. If there is no card at the exact cost, no card is gained.
Bridge Troll
Each other player receives their -1 coin token. Cards cost one coin less during the turn Bridge Troll is played and during your next turn, without going below zero. You also receive +1 Buy now and at the start of that next turn. Multiple Bridge Troll effects can combine.
Caravan Guard
When played, draw a card and receive +1 Action; at the start of your next turn it produces a coin. Its Reaction lets you play it from your hand when another player plays an Attack. The immediate card and Action bonuses still happen even though it is not your turn, and it remains in play to give its future coin. Drawing another Reaction while resolving Caravan Guard can give you another opportunity to react to the same Attack.
Coin of the Realm
This Treasure produces one coin and moves to your Tavern mat when played. Later, when you need more Actions, you may call it for +2 Actions. Calling several Coins of the Realm can provide several sets of Actions.
Distant Lands
When played, put it on your Tavern mat. At final scoring, it is worth its printed Victory Points only if it is on your Tavern mat; elsewhere it is worth zero.
Dungeon
Dungeon gives +1 Action now and again at the start of your next turn. Each time, draw two cards and then discard two cards. The cards drawn on the later turn are added to your hand before you choose what to discard.
Duplicate
Duplicate goes to your Tavern mat when played. When you gain a card within Duplicate's cost limit, you may call Duplicate to gain another copy of that card. If the pile is empty by the time Duplicate resolves, the extra copy cannot be gained. Several Duplicates may be called on the same gain.
Gear
Draw two cards, then you may set aside up to two cards from your hand face down. At the start of your next turn, put the set-aside cards into your hand. Other players may know how many were set aside but not their identities.
Giant
Flip your Journey token. One side gives the smaller coin result. On the other side, receive the larger coin result and attack each other player: that player reveals the top card of their deck and trashes it if its cost is in Giant's specified range; otherwise they discard it and gain a Curse. Costs with extra components such as Potion or Debt do not count as an exact ordinary coin cost in that range.
Guide
Guide gives +1 Card and +1 Action and then moves to your Tavern mat. At the start of a later turn, you may call it to discard your entire hand and draw five new cards. It can be called before resolving other start-of-turn effects, allowing the new hand to matter for those effects.
Haunted Woods
At the start of your next turn, draw three cards. Until then, whenever another player buys a card, that player puts their hand on top of their deck in any order. If a player buys several cards, each purchase can trigger the effect, though after the first trigger their hand may already be empty.
Hireling
Hireling stays in play for the rest of the game and draws an extra card at the start of each of your turns. If it is played more than once, each Hireling supplies its own extra card.
Lost City
Lost City gives +2 Cards and +2 Actions. Whenever a player gains a Lost City, every other player draws one card immediately. This gain reaction happens no matter how Lost City was gained.
Magpie
Draw a card and receive +1 Action, then reveal the top card of your deck. If it is a Treasure, put it into your hand. If it is an Action or Victory card, gain a Magpie. A card with multiple types can satisfy more than one condition.
Messenger
Messenger gives +1 Buy and +2 coins and lets you optionally discard your deck. When it is the first card you buy during a Buy phase, you may gain an additional card within its cost limit; every other player also gains a copy of that chosen card if one is available for them in turn order. “First card you buy” refers to cards, so buying an Event first does not use up this condition.
Miser
Choose one mode. Either put a Copper from your hand onto your Tavern mat, or receive one coin for every Copper currently on your Tavern mat. The Coppers remain yours for ownership and scoring but are not in your deck while on the mat.
Page
Page gives +1 Card and +1 Action. When it is discarded from play, you may exchange it for Treasure Hunter. Its full chain is Page → Treasure Hunter → Warrior → Hero → Champion.
Peasant
Peasant provides a small coin and Buy bonus. When discarded from play, you may exchange it for Soldier. Its full chain is Peasant → Soldier → Fugitive → Disciple → Teacher.
Port
Port gives +1 Card and +2 Actions. Whenever you gain a Port, gain one additional Port if possible. The extra Port gained because of this ability does not recursively cause another extra Port.
Ranger
Receive +1 Buy and flip your Journey token. If the token ends on the specified side, also draw five cards. The card draw therefore happens on alternating Ranger resolutions unless another effect also flips the token.
Ratcatcher
Ratcatcher gives +1 Card and +1 Action and moves to your Tavern mat. At the start of a later turn, you may call it to trash a card from your hand.
Raze
Receive +1 Action, then you may trash Raze itself or another card from your hand. Look at a number of cards from the top of your deck based on the trashed card's cost, put one of them into your hand, and discard the rest. If you trash nothing, there is no look-at-cards effect.
Relic
Relic is a Treasure that also attacks. In addition to producing its coin value, each other player places their -1 Card token on their deck. Because Relic has the Attack type, ordinary reactions to Attacks can respond to it even though it is a Treasure rather than an Action.
Royal Carriage
Royal Carriage gives +1 Action and goes to the Tavern mat. Immediately after you finish resolving an Action card that is still in play, you may call Royal Carriage to play that Action again. This can replay many ordinary Actions and can also interact with Durations; if the replayed card needs to remain in play, Royal Carriage may need to remain with it as a reminder.
Storyteller
Receive +1 Action, then play up to three Treasures from your hand. After that, draw one card plus one additional card for every coin you currently have, spending those coins as part of the effect. Potion resources are not coins and are not converted into extra draws.
Swamp Hag
At the start of your next turn, receive coins. Until then, whenever another player buys a card, that player also gains a Curse if possible. Buying Events does not trigger Swamp Hag because an Event is not a card.
Transmogrify
Transmogrify gives +1 Action and goes to your Tavern mat. At the start of a later turn, you may call it to trash a card from your hand, gain a card costing up to one coin more, and put that gained card into your hand. The gained card can therefore be used immediately that turn if its type and timing allow.
Treasure Trove
This Treasure produces two coins. Each time you play it, gain a Gold and a Copper, in that order if order matters because a pile is close to empty.
Wine Merchant
Wine Merchant provides a large coin bonus and +1 Buy, then moves to your Tavern mat. At the end of your Buy phase, if you have at least two coins remaining unspent, you may discard Wine Merchant from the Tavern mat. Each Wine Merchant is considered separately.
Traveller Chain Clarifications
Treasure Hunter
Receive +1 Action and gain one Silver for every card the player to your right gained during that player's most recent turn. Count cards gained by any method, not only cards bought.
Warrior
Draw two cards. For each Traveller you currently have in play, including Warrior itself, every other player discards the top card of their deck and trashes it if it has exactly one of Warrior's specified coin costs. Cards with Potion, Debt, variable, or other extra cost components do not count as an exact plain coin cost.
Hero
Receive its coin bonus and gain any Treasure from the Supply. When Hero is discarded from play, it may be exchanged for Champion.
Champion
Champion gives +1 Action and remains in play for the rest of the game. While it remains, whenever you play an Action you first receive +1 Action, and Attacks played by other players do not affect you. Champion is no longer a Traveller.
Soldier
Receive its base coin bonus plus additional coin for each other Attack card you have in play. Each other player with at least four cards in hand discards one card of their choice.
Fugitive
Draw two cards and receive +1 Action, then discard one card. When discarded from play, it may be exchanged for Disciple.
Disciple
You may choose an Action card from your hand, play it twice, then gain a copy of that card if possible. When Disciple is discarded from play, it may be exchanged for Teacher.
Teacher
Teacher goes to your Tavern mat. At the start of a later turn, you may call it and move one of your +1 Card, +1 Action, +1 Buy, or +1 coin tokens to an Action Supply pile on which you do not already have one of your tokens. Other players' tokens do not prevent placement.
Event Clarifications
Alms
Once per turn, if you have no Treasures in play, gain a card within Alms's cost limit. Treasure cards sitting in your hand do not prevent Alms; only Treasures already in play matter.
Ball
Take your -1 coin token, then gain two cards one at a time within Ball's cost limit. The two cards may be the same if enough copies remain.
Bonfire
Trash up to two Coppers you have in play. Coppers still in your hand cannot be selected.
Borrow
Once per turn, receive +1 Buy. If your -1 Card token is not already on your deck, put it there and receive one coin. If the token is already on your deck, you still get the Buy but not the coin.
Expedition
When you draw your next hand during that turn's Clean-up, draw two additional cards. Buying Expedition multiple times is cumulative.
Ferry
Move your cost-reduction token to an Action Supply pile. Cards from that pile cost two coins less for you, but never less than zero. Moving the token removes its effect from the previous pile.
Inheritance
Each player may buy Inheritance only once. Set aside an eligible non-Command Action card from the Supply and mark that pile with your Estate token. During your turns, your Estates are also Commands that play the set-aside card's instructions without moving that Supply card. The set-aside card itself remains where it is and still counts as a Supply card.
Lost Arts
Move your +1 Action token to an Action Supply pile. Whenever you play a card from that pile, receive the extra Action before resolving the card.
Mission
Once per turn, schedule an extra turn after the current one, subject to Mission's restriction against chaining from certain extra turns. During the Mission turn you cannot buy cards, though you may buy Events and may gain cards through effects that do not buy them.
Pathfinding
Move your +1 Card token to an Action Supply pile. Whenever you play a card from that pile, draw the bonus card first.
Pilgrimage
Once per turn, flip your Journey token. If it lands on the required side, choose up to three differently named cards you have in play and gain one copy of each chosen card from the Supply if possible.
Plan
Move your Trashing token to an Action Supply pile. Whenever you gain a card from that pile, you may trash a card from your hand. Moving the token changes which pile has this benefit.
Quest
Choose one of the listed tasks and attempt it: discard an Attack, discard two Curses, or discard six cards. If you fully complete the chosen task, gain a Gold. You may choose a task you cannot complete, but then you do not gain the Gold.
Raid
Gain one Silver for each Silver you have in play, then each other player places their -1 Card token on their deck. Buying Raid is not playing an Attack, so Attack Reactions do not respond to the Event itself.
Save
Once per turn, receive +1 Buy and set aside one card from your hand face down. After the turn's normal Clean-up draw, put the saved card into your new hand.
Scouting Party
Receive +1 Buy, look at the top five cards of your deck, discard three of them, then return the remaining cards to the top of the deck in any order. If fewer than five cards are available after shuffling, use as many as you can.
Seaway
Gain an Action card within Seaway's cost limit, then move your +1 Buy token to that Action card's Supply pile. If you cannot gain a card, there is no pile to receive the token.
Trade
Trash up to two cards from your hand and gain one Silver for each card actually trashed.
Training
Move your +1 coin token to an Action Supply pile. Whenever you play a card from that pile, receive the extra coin first.
Travelling Fair
Receive +2 Buys. For the rest of the turn, whenever you gain a card, you may put it on top of your deck instead of its usual destination when that replacement is applicable.
Accessibility Notes
Keep every player's Tavern mat and tokens in consistent, clearly labeled positions. Announce whenever a Reserve card moves to or from the Tavern mat, whenever a Traveller is exchanged, and whenever a token is moved to a Supply pile. For Journey tokens, say “face up” or “face down” after each flip rather than relying on orientation alone. When Page or Peasant is in the game, read the entire upgrade chain during setup and keep each chain in a fixed order. When buying Events, announce that an Event—not a card—was bought and state whether further Treasure plays are now closed for the turn.
Source
This accessible rules page is based on the current Rio Grande Games Adventures rulebook and retains additional accessibility guidance for mixed blind and sighted play. Official Rio Grande Games Adventures rulebook PDF.