Review of the Day | Eminent Domain | Tasty Minstrel Games
Among those card games called Deck-building, which are the mostly played in these recent years, some of them are really original while others share the same mechanic as their old father Dominion, without changing much apart from the theme. The game i want to review for you today is Eminent Domain, produced by TMG, which is a sci-fi themed deck-building game for 2 to 4 players. Let’s see what’s in the box and then analyze the game mechanics.
What’s in the box?
The not-so-small box of this game is covered by an evocative deep universe picture which tells you immediately what you’re going to play with. The solid cardboard of the box holds inside the expected quantities of materials: cards (of course), heavy cardboard tokens, a little foldable board to place the cards, some wooden resources disks and and a small box containing plastic spaceships! This last thing really amazed me cause the pieces are really well made and shaped in three different sizes and models. The overall quality of the game is really great, as well as the graphics on the cards (except for the standard planets) and on the box. The rulebook is simple, clear, with lots of examples and gets you into the game really quickly.
The Game
Eminent Domain can be played with two to four players but it’s definitely a good two player game. Works quick and allows a lot of combos. Once the setup is made, the players have a fixed starting deck with all the possible actions available in the game. These are: Survey, Colonize, Warfare, Produce/Trade, Research. All these actions can be performed in two manners: the first way is playing one of these actions from your hand. In this way you’re allowed to perform the action described on the card. The other manner is choosing and drawing a card from the board in the acquisition phase. In this way, you’re allowed to play the role described on the card. This is the core of the game and the right moment to perform combos. The coolest thing it’s that you can also act in the other player’s turn by performing the same Role they’ve chosen and you can even boost it with cards from your hand, to increase the number of times you can benefit from the effect of the role. There’s always a Leader bonus for the active player who chose the role and the others won’t benefit from it.
Let’s explain the Actions and the Roles of each of these cards in detail. The Survey action is the main way to draw card, infact it allows you to add two of them from your deck to your hand. The role of Survey card allows you instead to draw Planet cards from the common Planet deck. These planets represent the possible colonies of your space empire or the objectives of your future wars. That’s up to you. Once you draw one or more (boosting the role with cards from your hand) Planet cards, you placed them face down in front of you. These cards will flip to their active side once they’re conquered (with Warfare) or colonized (with Colonization). The Colonization card action allows you to put that card under an face down planet to start colonization. Once there are enough cards (a number defines it) under that Planet card, you can flip it to its active side by using another Colonization card action and the planet will start producing/trading and it’ll give you VP at the end of the game. The Role of the card allows you to increase colonies under the planet or settle it (flip it) as said before. The other way to flip a planet, is to invade it with the Warfare action. This action allows you to take a single plastic spaceship (+1 Strenght) or Attack a planet (if you have the right amount of strenght, equal or more than the planet’s defence). The role of the Warfare card allows you to grow stronger more easily, collecting more spaceships or to attack a planet instead. The Production/Trade card actions are double: you can produce on a single planet a resource or sell a resource from a planet to obtain VP. With the role of this card, you can produce more o sell from more planets. The last is Research action card which allows you to scrap/remove up to 2 cards from your hand or with his role, to acquire one of the available Technology cards only if you’ve satysfied the Technology card’s requirements and costs. These cards will grant you benefit during the game or at the end of it, based on you choices. In a simple introductory game, the Research role is not used and the Technology cards are not availble. The game goes on in this manner, with a player choosing and action and then taking a role, until one player has a given amount of VP or until one or more of the Action card’s stacks is depleted.
Final thoughts
Eminent Domain is surely a good kind of deck-building game which takes some of its mechanics from games like Race for the Galaxy or Puerto Rico. Despite this similarity, the game works great and it’s easy to learn and fast to play with. The only thing I didn’t like is that the stack of action card is fixed and combos are not so ‘personalized’. For example, in Star Realms - another good deck-building game - you have many ways to achieve victory and many different cards with infinite combos. That’s what I didn’t find in Eminent Domain. I think it’s surely one of the best deck-building games out there, that’s clear. It has the right depth, the theme is strong, the components are really detailed and well designed. The price of the game is also competitive for what you find inside the box. If you’re a card-gamer, you shouldn’t miss this one. I bet you won’t be disappointed. If you like wargames with a sci-fi theme, that’s not clearly a wargame and if you love euro games you could be surprised in finding euro-mechanics in this game! This game is HexDiceFire approved!















