The card game Dominion,
designed by Donald X. Vaccarino and released originally in 2008, has risen to
stand alongside games like Settlers of Catan
and Ticket to Ride as a mainstream
Eurogame classic both in Europe and the US. The game has received multiple
prestigious awards, released nine separate expansions, and sold well over a
million copies worldwide. Despite all this praise and popularity, however, the
game has received criticism for its supposed “solitaire problem.” Specifically,
the solitaire problem points to the game’s lack of not only direct player
competition, but any kind of significant player interaction at all. The
solitaire problem has failed to impede Dominion’s
popularity, however, perhaps because the game remains highly competitive despite
the lack of interaction. In many ways, the indirect conflict exhibited in Dominion captures the ways in which the
Western view and practice of competition in general has changed in recent
decades.
To
better understand this claim, one must be a little more familiar with the rules
of Dominion. Dominion helped widely popularize the genre of card game known as
deck-building, meaning one of the game’s primary mechanics involves the players
building a personal deck of cards from a communal pool. Essentially, these
games remove some of the problems of collectible card games like Magic: The Gathering by allowing all
players access to all the cards in a given game, while also integrating the
personal deck-building into the actual gameplay. To build their decks, players
must buy cards from a “Kingdom” of ten different action cards to add to their
decks. Players may also purchase higher denominations of coin cards, which
becomes essential to succeed as player hands consist of only five cards per
turn and any unused cards on a given turn are discarded only to be reused when
their deck runs out and is reshuffled. However, players must balance the
purchase of coin and action cards with purchases of the third kind of card,
known as victory cards. Victory cards represent parcels of land and are the
only cards that provide points to the player, and only these points matter for
victory in the end. However, victory cards provide no other benefit to the
player during play, and so purchasing too many victory cards too early will
weaken the player’s deck and slow their progress significantly. The challenge
to the players, then, is balancing coin, action, and victory card purchases to
optimize their personal decks such that they end up with the most victory
points in their deck by the end of the game, which comes when the pile of
“Province” cards (the highest denomination of victory card) is gone, or any
other three piles of cards are gone.
With a
basic understanding of the rules, one can see the logic behind the solitaire
problem. The game has no combat, no auctioning, no trading, no negotiation—indeed,
no direct conflict or interaction at all. The only agonistic element of the
game is the race for points before the cards run out, and the only time other
players’ actions matter to you is when they buy a card you wanted to buy or buy
the last card in a pile that will end the game. Indeed, it is possible to play
an entire round of the game in complete silence, without the players speaking
to or acknowledging each other at all. Limiting competition and player conflict
is a common trait of Eurogames, the tradition of game design from which Dominion springs, but some view that
this game takes that principle too far. This would at first seem quite the flaw
in game design, especially with Stewart Woods claiming in his book Eurogames: The Design, Culture, and Play of
Modern European Board Games that social interaction is by far the element
most players derive the most pleasure from in playing games, and “while the
design of eurogames tends towards indirect or asynchronous interaction, the
fact remains that the intellectual challenge to which players attribute so much
of their enjoyment is focused
specifically upon engaging in competition with others” (172). However, while
the competition in Dominion is
anything but direct, it reflects well on contemporary attitudes toward
competition in general in the Western world.
Competition
in Western civilization has changed significantly in recent decades;
everywhere, conflict is less direct and more about the subtle and persistent
positioning of resources in relation to others with the same interests. Harvard
psychologist Steven Pinker proves this to some extent in his book The Better Angels of Our Nature, in
which he outlines how the course of human history has actually tended toward less violence, not more. While Pinker
deals specifically with violence and not competition, this large-scale decline
in violence necessitates other avenues for conflict resolution on both macro
and micro scales, and civilization has adapted accordingly. In politics, this
shift is evidenced by the Cold War. In business, this results in the odd dances
that have grown up around product launches, perhaps most visibly in the
technology sector. Take, for example, the recent release of new gaming consoles
by Microsoft and Sony, both very calculated affairs to try and woo consumers
while never directly attacking the competitor. The two companies even tweeted
each other congratulations on their console launches as if the success of each
did not at least in some measure depend upon the other’s failure (PlayStation,
Xbox). This is the kind of polite competition Western culture has grown used
to, causing increasing discomfort with direct attacks of any kind. Dominion has proven that this
sensibility spills over even into spaces of play, and this kind of indirect
competition is still competition enough to make for an exciting game.
Ironically,
then, perhaps the game’s true flaw is its medieval theming. The game attempts
to simulate competing monarchs racing to grab up land, but history proved
several times over that such competition was seldom so polite as a game of Dominion. A medieval land-acquisition
game would be a much more accurate mimesis of the period if it included some
system to simulate violent conflict over disputed land; however, such conflict
might overcomplicate the relatively simple rules of Dominion that arguably have helped make the game so popular, and
one can easily understand why Vaccarino skipped over such a system for this
particular game. On the other hand, as Dominion
already reflects the sort of polite competition common in both business and
diplomacy of the twenty-first century, perhaps the game could benefit from a
theme that reflects that. Instead of monarchs competing for the land, the exact
same mechanics could be used to simulate technology companies snatching up
patents, for instance. The lack of direct conflict would not be an arbitrary
limitation, then, but a reflection of the situation executives find themselves
in daily—competing for limited resources but never able to directly fight for
them, only strategize for superior positioning in the market. Perhaps part of
the fun for players of Dominion is
the possible role-playing a time period far removed from their own, but with
Wood’s conclusion that the theme of a eurogame is “considered less important
than the production quality” (163), why not make the shift to a more
appropriate theme for the mechanics?
Yes, Dominion has a solitaire problem—but
only as far as Western civilization today has a solitaire problem. If games
really are as reflection of their times and culture as Marshall McLuhan
suggests, then perhaps the lack of direct player conflict is one of Dominion’s most admirable traits, not
its most glaring flaw. Perhaps Dominion
helps teach a better way to compete, the more civil way human history has taken
thousands of years to develop.
Works Cited
Pinker,
Steven. The Better Angels of Our Nature:
Why Violence Has Declined. New York: Penguin, 2012. Print.
PlayStation. “Congrats,
@Xbox @Microsoft! #NextGeneration #GreatnessAwaits.” 22 Nov 2013, 6:00 a.m.
Tweet.
Wood, Stewart.
Eurogames: The Design, Culture, and Play
of Modern European Board Games. Jefferson: McFarland & Company, 2012.
Print.
Xbox. “Congrats
@Playstation. From, #Xbox. pic.twitter.com/XnQIzXIHQ9.” 15 Nov 2013, 7:00 a.m.
Tweet.
The author of this article seems to not be very familiar with the cards contained in Dominion...even in the base game alone there are several cards (such as Militia, Spy, Witch and Thief) that create direct interaction between players. Expansions to Dominion add ever more interaction cards.
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