The Dominion Olympics is a series of themed events designed to emulate the excitement and variety of the Olympic Games through the strategic card game Dominion. Each Kingdom represents a different set of Olympic sports, complete with unique rules and challenges to bring out the competitive spirit of the games.
Note: We own every expansion and promo card for Dominion, so if you don't have the whole collection you may need to substitute some cards. Our house rules (which we strongly suggest you follow for this event) are to always use Colonies and Platinum and to set your starting deck at the beginning of the game to whatever order is best for your strategy. As these events are played, they might get edits (and more will likely be added), so check back for the latest updates!
Good luck and have fun!
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Running Kingdom (Sprint, Endurance, Relay)
Kingdom Cards: Overlord (Empires), King's Court (Prosperity), Goons (Prosperity), Grand Market (Prosperity), Library (Dominion), Festival (Dominion), Bridge (Intrigue), Stockpile (Menagerie), Steward (Intrigue), Squire (Dark Ages)
Sprint
- Going for Speed: Deal out Stockpiles evenly, putting any extra in the Trash. Deal out Spoils until each player has 5 treasure cards (this replaces coppers in your starting deck.) Spoils in this also have +1 Buy.
- Landmarks: Mountain Pass, Wall
Long Distance
- Going the Distance: The game only ends when Colonies are out, and Colonies are doubled.
- Event: Dominate
- Landmark: Triumph
Relay
- Pass the Baton: Whenever Donate is used, all cards in Trash/Exile return to their supply piles.
- Event: Donate
- Landmark: Tomb
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Combat Kingdom (Hand to Hand, Fencing)
Kingdom Cards: Nobles (Intrigue), Rabble (Prosperity), Modify (Allies), Courtier (Intrigue), Crucible (Plunder), Diplomat (Intrigue), Patron (Renaissance), Gladiator (Empires), Townsfolk (Allies), Coin of the Realm (Adventures)
Hand to Hand
- Takedown: When you get attacked, you can discard any number of cards and draw that many minus one. If you get attacked 3 times in a turn with no used reaction, the attacker gains a Province.
- Trait: Reckless (Rabble)
- Way: Way of the Turtle
Fencing
- Touche: When an attack negatively impacts an opponent (e.g. Rabble discards one or more cards or Gladiator wins) the attacker gains a victory point.
- Trait: Tireless (Diplomat)
- Way: Way of the Butterfly
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Accuracy (Archery, Golf, Shooting)
Kingdom Cards: Hunter (Allies), Crystal Ball (Prosperity), Mystic (Dark Ages), Patrol (Intrigue), Wandering Minstrel (Dark Ages), Ranger (Adventures), Catapult (Empires), Wishing Well (Intrigue), Sentinel (Allies), Border Guard (Renaissance)
Archery/Shooting
- Target Practice: At the beginning of Cleanup, before doing anything else, you may name a card. If you do, reveal the 3rd card from the top of your deck (shuffling as needed). If it is the named card, gain a VP.
- Landmark: Keep
- Way: Way of the Chameleon
Golf
- Hole in One: If you played exactly one action, one treasure, and bought exactly one card, you may reveal your hand at the beginning of Cleanup (before doing anything else). If you do, gain 2 VP for each action card and one for each +$ on treasures still in your hand.
- Events: Scouting Party, Ball
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Equestrian (Jumping, Dressage)
Kingdom Cards: Courtyard (Intrigue), Chariot Race (Empires), Cavalry (Menagerie), Groom (Menagerie), Rope (Plunder), Joust (Cornucopia 2), Stables (Hinterlands), Paddock (Menagerie), Destrier (Menagerie), Animal Fair (Menagerie)
Jumping
- Overcome: Play with the top Hex revealed. Put X Embargo counters on the Hex pile (X = 2xNumber of players +1). At the start of each turn, before any other activity, remove an embargo counter. When the last is removed, all players get hit by the Hex and return the counters to the Hex pile. If you take any action at the start of your turn before removing a counter, if any player catches it before your draw phase, you alone get hit by the Hex and remove a counter. Exactly one counter must be removed each turn, no matter what.
- Events: Ride
- Projects: Piazza
Dressage
- Elite Training: Replace one Copper with a Teacher. The Teacher can only apply to Way of the Horse and can build multiple tokens. Way of the Horse can only be used once per turn. The Teacher can only be used as Way of the Horse once all 4 Teacher tokens have been placed.
- Example: Your opening hand is Teacher, 4x Copper. You CANNOT use the Teacher as Way of the Horse to draw cards. If you decide to buy an Action card, when you play that action card in future turns, you can play it as a Way of the Horse as usual (but only one Way of the Horse per turn.)
- Projects: Pageant
- Landmarks: Obelisk (Horse)
- Way: Way of the Horse
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Boating (Canoe/Rowing, Sailing)
Kingdom Cards: Lackeys (Renaissance), Lookout (Seaside), Taskmaster (Plunder), Sailor (Seaside), Navigator (Seaside), Tactician (Seaside), Upgrade (Intrigue), Specialist (Allies), Crew (Plunder), First Mate (Plunder)
Canoe/Rowing
- Stroke: When you play your 3rd action in a turn, you may set aside your -1 coin and -1 card token. If you do, +1 card, +1 action, +1$, +1 buy. At the beginning of Cleanup, gain the tokens.
- Trait: Inspiring goes on Navigator
- Event: Save
Sailing
- Teamwork: If you have a full team in play, gain a Colony during cleanup. (A full team must have a First Mate, at least 3 different of Lookout, Taskmaster, Navigator, Tactician, or Specialist, and either Lackeys, Crew, or TWO Sailors.)
- Trait: Patient (Navigator)
- Event: Rush
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Team Sports (Basketball, Soccer, Handball, Hockey, Rugby, Water Polo)
Kingdom Cards: Page (Adventures), Guide (Adventures), Caravan Guard (Adventures), Hideout (Renaissance), Knights (Dark Ages), Messenger* (Adventures), Gatekeeper (Menagerie), Giant (Adventures), Jester (Cornucopia), Captain (Promo)
*An earlier version used Trickster instead of Messenger by mistake.
Basketball/Handball/Water Polo
- Time Out: Any trashed cards are instead Exiled. All Knights and all Travellers are considered the same card. (e.g. If you reveal a Knight with Jester, the top Knight is gained. If a Traveller is exiled, if you gain a Page, all Travellers can be put into the discard pile.)
- Events: Trade, Desperation
Soccer/Hockey/Rugby
- Penalty Shot: If an attack trashes, exiles, or discards an opponent’s attack card, instead put defender's card into their hand and attacker gets +1 action, +1 buy, and gain 1VP. If it's not the attacker's turn, attacker gains these benefits at the start of their next turn.
- Events: Deliver, Banish
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Artistry (Gymnastics, Breaking, Skateboarding, Diving, Surfing, Trampoline)
Kingdom Cards: Patrician/Emporium (Empires), Acting Troupe (Renaissance), Menagerie (Cornucopia), Clashes - Battle Plan (Allies), Tiara (Prosperity2), Horn of Plenty (Cornucopia), Charlatan (Prosperity2), Carnival (C&G2), Seer (Renaissance), Harem (Intrigue)
Diving/Gymnastics/Trampoline
- Stick the Landing: If a card says to look at a card or cards, you can reveal instead. At the beginning of your cleanup, if EXACTLY ten cards were revealed during your turn, gain 5VP.
- Way: Way of the Mouse (Pearl Diver)
- Event: Bonfire
Breaking/Skateboarding/Surfing
- Signature Move: At the beginning of your turn, you may give yourself a difficulty of 3 to 7. At the beginning of cleanup, if you hit your difficulty, you get the following reward: 3 - 1VP, 4 or 5 - 2VP, 6 - 3VP, 7 - 4VP. Difficulty is based on how many card types you have in play.
- Event: Ritual
- Project: Star Chart
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Sorry if your favorite event wasn't represented. If you have any thoughts or comments, feel free to post them here or on our Facebook page. Enjoy the Dominion Olympics! Compete in these unique Kingdoms and see who can bring home the gold!