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Revision as of 11:35, 15 November 2021

Dominion
Box cover art
DesignersDonald X. Vaccarino
PublishersRio Grande Games
Players2 to 4 (up to 6 with additional base cards)
Setup time5–10 minutes
Playing time~30 minutes
ChanceMedium
SkillsResource management, Planning

Dominion is a deck-building game created by Donald X. Vaccarino and published by Rio Grande Games. It was the first game of its kind, and inspired a genre of games building on its central mechanic.[1] Each player begins with a small deck of cards, which they improve by purchasing cards from a common supply that varies from game to game. Cards can help the player's deck function, impede their opponents, or provide Victory Points.

The game has a medieval theme with card names referencing pre-industrial, monarchical, and feudal social structures. Comparisons about the game's feel are often drawn with collectible card games such as Magic: The Gathering.[2] Vaccarino, however, denies that Magic was the inspiration.[3]

When Dominion was released at Spiel 2008, it was voted "best game of the fair" by the Fairplay polls.[4] The next year it won the Spiel des Jahres and Deutscher Spiele Preis awards. It was one of five winning games in American Mensa's 2009 MindGame competition.

By 2017, more than 2.5 million copies of Dominion and its expansions had been sold worldwide.[5] Dominion's success has led to multiple expansions being released; as of March 2020, there were thirteen.

Gameplay

Base game

In a game of Dominion, two to four players compete to gather the most Victory Points by strategically building a deck of cards.[6] Each player starts with a small deck containing a few weak cards, with which they acquire more cards with different and more powerful abilities. Some provide more of the in-game currency; others let the player perform more actions or buy more cards per turn; others let them draw more cards, harm the other players, remove unwanted cards from their decks, or do other things. As players improve their decks, they also think about how to improve their scores; a powerful deck may be worth no Victory Points. The game has been compared to the "draft" gameplay style of collectible card games where players vie for the best deck from a common pool of cards.

Cards are classified into four main types:[7]

  • Victory cards have a Victory Point value at the end of the game but usually have no use while the game is actually in progress.
  • Curse cards are like Victory cards but have a negative Victory Point value.
  • Treasure cards generate Coins which can be used to buy other cards during the Buy phase.
  • Kingdom cards represent parts of a kingdom, and once purchased, provide effects that impact gameplay.

Kingdom cards typically have specific rules attached to them that take effect after they are purchased by the player and drawn into their hand for that round. Cards may have more than one type, such as Action and Attack. Certain cards are affected by other cards' types; for instance, some Reactions are triggered when another player uses an Attack card. The general types of Kingdom cards include:

  • Action cards generate effects during a player's Action phase. Some of these effects might include drawing more cards; generating Coins, Buys, or Actions; gaining or getting rid of cards; or affecting other players. Most Kingdom cards are Action cards.
  • Attack cards hurt other players, such as by forcing them to discard cards from their hand or gain Curse cards.
  • Reaction cards can be triggered out of turn in response to a certain event, such as other players' Attacks.
  • Duration cards have effects that last for more than one turn.
A game of Dominion in progress at the 2011 PAX East exposition

A game of Dominion is created by forming the Supply, which consists of the seven stacks of Victory, Treasure, and Curse cards, and then ten selected stacks of Kingdom cards from the 25 included with the base game's first printing (26 in the second). The selection of Kingdom cards can be selected by players or chosen randomly. Each stack has a finite number of cards in it and once exhausted, players can no longer buy more cards of that type.

After creating the stack, each player gets the same starting deck of ten cards, consisting of seven Copper cards (low-value Treasure) and three Estate cards (low-value Victory). Each player shuffles their deck and draws the top five cards to form their hand.

Each turn, the player gains one Action and one Buy and performs the following phases in order (abbreviated as "ABC" as a mnemonic for newer players):

  • Action phase: The player can play one Action card from their hand, following the card's printed instructions. By default only one Action card may be played, but some Action cards have instructions that give the player permission to play additional Action cards that same turn.
  • Buy phase: The player can play any Treasure cards they want from their hand, generating Coins. Then they may use the Coins they have generated in their Action phase and Buy phase to buy a card from the Supply; if the player has no Coins, they may still buy a card with a zero Coin cost. By default only one card may be bought, but if a player has generated additional Buys earlier in the turn, they may divide their Coins among multiple purchases. Bought cards are added to the player's discard pile (from which they will later be shuffled into their deck).
  • Clean-up phase: The player collects their hand and all played cards and places those into their discard pile. They then draw five new cards from their deck. Unused Actions, Buys, and Coins do not carry over to future turns.

If the player must draw a card from their deck, but their deck is empty, they shuffle their discard pile to create a new deck. Some Action cards can trash cards, removing them from players' decks and into the "trash", where they are out of the game (though a few Actions from expansions can recover them).

The game usually ends under one of two conditions: when the stack of Province cards (the highest-value Victory card in the base game) has been exhausted, or when any three stacks in the Supply have been exhausted. Players then count the number of Victory Points in their decks, and the player with the highest score wins. Other end-game conditions have been introduced in the game's expansions.

Since possessing Victory cards is often necessary to win the game, but they usually have no value during gameplay itself, players must balance the acquisition of Victory cards with useful Action and Treasure cards that maintain the player's ability to play effective turns. Usually, the game's main strategy is to build a deck that maximizes the player's ability to draw hands that can buy the Province card (worth 6 Victory Points and costing 8 Coins).[8]

Expansions

Due to the game’s commercial success, several expansions have been released.[9] The basic set is simple,[10][7] but each expansion adds more complexity, typically through the addition of new Kingdom cards but may be through additional rule implementations, such as changing the composition of each players' starting deck when using that expansion.

Each expansion includes new types of Kingdom cards which can be mixed and matched with the base game or any other expansion to create the starting ten-stack Kingdom card Supply for a new Dominion game. These Kingdom cards can include new keyword types in addition to existing ones, such as Night cards that add an extra phase to the turn from the Nocturnal expansion. Further, some expansions also apply these keyword types card types to new Victory, Treasure, and Curse cards.

Some expansions have also added special non-Supply cards; in most cases, these cards are distinguished from Supply cards by having landscape orientation rather than portrait, and do not enter the players' hand or deck, but are either resolved immediately or placed in the players' play area for later use. These cards are tied to actions specified on that expansion's Supply cards; for example, the Adventures expansion introduced the ability to buy Events drawn from a shuffled deck which are resolved immediately. Other expansions have introduced tokens for tracking game progression by other means. The expansion Prosperity introduced Victory tokens that can be earned by playing certain Kingdom cards, representing Victory Points towards winning the game but which do not dilute the player's hand with Victory cards. If players use Kingdom cards that require these non-Supply card stacks or tokens, those are set up alongside the Supply prior to play.[11][12]

Many reviews recommend buying expansions to increase the variety of the game, as cards from different sets may be freely mixed with each other.[13]

Intrigue

This set introduced cards with multiple uses, which the player must choose between when they play the card, and Victory cards which have another type and provide an ability or bonus, making them useful before the game ends. Intrigue has been recommended as the first expansion to purchase after the base set for play.[14][15]

Seaside

This set introduced Duration cards, which have effects that last more than one turn. It also includes the first cards to have mats and tokens which track their effects.[16]

Alchemy

This was the first set to introduce a new Base card: Potion, a Treasure card which is needed to buy most of the expansion’s Kingdom cards.[17]

Prosperity

This set introduced two more new Base cards: a Victory card and a Treasure card. It also introduced the first Treasures that are Kingdom cards, and Victory Point tokens, which increase the players’ score but are not part of their deck.[18]

Cornucopia

This set includes a card which causes an extra Kingdom pile to be added to the game. It also introduced a way to get cards from outside the Supply that cannot otherwise be gained.[19]

Hinterlands

This set introduced cards which have special effects when players gain or buy them.[20]

Dark Ages

This set introduced new ways to gain non-Supply cards, ways to play cards from the Supply without needing to buy them, cards which can replace players’ starting Victory cards, and cards which have effects when they are trashed. Two piles contain copies of several differently-named cards.[21]

Guilds

This set introduced Coffers, which are tokens that players can use to help pay for cards later. It also introduced cards which provide a bonus if players spend extra money when they buy them.[22]

Adventures

This set introduced more ways to gain non-Supply cards, and Reserve cards, which do little when played but may be triggered later for a more significant effect. It also introduced Events, which provide an instant effect when bought rather than entering the player’s deck. These are printed on landscape-style cards and are added to the game’s setup in a similar way to a stack of Kingdom cards, but in game terms are not cards.[23]

Empires

This set introduced cards with a Debt cost; instead of paying Coins for them, the player receives Debt tokens, which they may later pay to return. There are also split piles, which comprise an expensive card beneath a cheaper one, all copies of which must be removed from the Supply before the other can be gained. It also includes more Events, and Landmarks, which are added to the game setup like Events and provide additional ways to gain and lose Victory Points.[24]

Nocturne

This set introduced Night cards and a Night phase to the game, which occurs after the Buy phase. It also introduced Fate and Doom cards, which provide random bonuses and penalties. There are also cards which play cards in the trash; States, which have lingering effects on a player; and cards which replace players’ starting Coppers.[25]

Renaissance

This set introduced Projects, which are similar to Events but provide a permanent bonus if bought; Artifacts, which are like States; and Villagers, which are used to gain extra actions.[26]

Menagerie

This set introduced Exile, a way to temporarily remove cards from the player's deck. It also introduced Ways, which provide additional uses for Action cards.[27]

History

Initial Development

Vaccarino was a software developer in the 1980s and 1990s.[28] After the release of Magic: The Gathering in 1993, he created a 90-card fan expansion, Edge of the World, and became an informal contributor towards additional Magic works; he is credited in the official Magic rulebook. Later, he developed several game ideas and discussed them with Magic's creator, Richard Garfield.[2]

In 2006, Vaccarino invented the deck-building mechanic while working on a fantasy adventure card game called "Spirit Warriors II".[29] He struggled with the mechanics before a deadline of showing the game to his gaming group, and spent a weekend stripping it down to its core elements; specifically, having problems with introducing new cards over the course of the game, Vaccarino opted to simply have all cards available at the start. The game immediately became popular with his gaming group, overshadowing the usual staples, including Magic, for the next two years.[28]

With this success, Vaccarino began looking to refine and publish the game. During the 2007 Origins Game Fair, Vaccarino demonstrated the game and gained the interest of Rio Grande Games.[30] Shortly after he signed with Rio Grande, BoardGameGeek's columnists Valerie Putman and Dale Yu requested permission from Rio Grande to develop the game. During development, Dominion was called "Castle Builder", owing to its theme of building rooms in a castle, and then, later, "Game X". Yu came up with the final name of Dominion.[30][31] Vaccarino had, early on, planned for the game to grow through expansions, though focused these on maintaining the core functionality of the game instead of immediately adding "exotic things"; this was to ensure that, if the game did take off, early expansions would not create incompatible sets of cards: one focused on the normal Dominion play, and others with a strange new mechanic.[32] In a post to BoardGameGeek, Vaccarino suggested that he had originally planned seven different expansions,[2] and, tuning the core game for release, brought cards into the base game that were originally planned for later expansions.[33]

After Release

As more expansions were released, Vaccarino added new rules to prevent undesirable game situations and permit new mechanics.[34][35] In 2016, Rio Grande Games began releasing a second edition of the game, which improved layout and adjusted some card effects. The base game and Intrigue were most affected, as some cards were removed, more powerful ones were added, and the Base cards were removed from Intrigue. Upgrade packs for players who already owned the first editions of these sets were also sold.[36]

Releases

Numerous expansions have been released for Dominion,[37] and mini-expansions, most consisting of a set of a single kind of Kingdom card, have been released as promotional items. Intrigue has been recommended as the first expansion to purchase after the base set for play.[14] Vaccarino originally planned to stop expanding the game after Guilds, though he conceded:[38]

"Still, it’s likely that at some point the publishers will want another expansion and, well, I like to be friendly. So I can’t guarantee that Guilds is the end of the line, but you can at least think of it as a dividing point between regular expansions and occasional expansions."

Two "Big Box" sets have been released. The first contained Dominion First Edition, Alchemy, Prosperity, and the promotional cards Envoy and Black Market. Later editions included alternate promotional cards: Walled Village and Governor. This was released in 2010 and is no longer available. Big Box II was released in 2016, and contains Dominion Second Edition, Intrigue Second Edition, and additional base cards for 5 and 6 player games.

After the release of Menagerie, Dominion included 585 differently named cards and landscape-shaped cards (such as Events), and there were 366 Kingdom card piles, including the 6 each in the 1st Edition Base and Intrigue releases that were later replaced. In 2021, researchers calculated that there were over 66 sextillion possible unique game combinations.[39]

Since the game and its expansions feature over 4,000 individual cards, Rio Grande Games has licensed manufacturers' creation of containers to store all the cards into one or two boxes.[40]

Name Re­lease Date Type Cards King­dom Card Piles Theme
Dominion October 2008 (1st ed) / October 2016 (2nd ed) Base game 500 25 (1st ed) / 26 (2nd ed) The original game. Relatively simple cards.
Envoy[41][42] November 2008 Promotional card 11 1
Black Market[43] March 2009 Promotional card 11 1
Intrigue July 2009 (1st ed)/October 2016 (2nd ed) Expansion 500 (1st ed) / 300 (2nd ed) 25 (1st ed) / 26 (2nd ed) Decisions among multiple possible effects. Hybrid cards that are both Victory cards and another type.
Seaside October 2009 Expansion 300 26 Duration cards (cards with effects that happen longer than one turn). Mats where cards are set aside and re-added to the deck at the end of the game.
Stash[44] February 2010 Promotional card 11 1
Alchemy May 2010 Expansion 150 12 The Potion Treasure as an alternate card cost, with cards that require a Potion as well as Coin to be bought.
Prosperity October 2010 Expansion 300 25 Expensive cards and Treasures that do something when played in the Buy phase. Higher-value basic Treasure and Victory cards. Victory Point tokens.
Cornucopia[45] June 2011 Expansion 150 13 Cards that are more useful when there is variety in the player's deck.
Walled Village[46] June 2011 Promotional card 11 1
Hinterlands October 2011 Expansion 300 26 Cards that have an additional effect when bought or otherwise gained.
Governor[47] October 2011 Promotional card 11 1
Base Cards[48] June 2012 Replacement cards 250 0 A set of all the basic cards—Treasures, Victory, and Curse cards—from the standalones and expansions with new design and different art. No Kingdom Cards.
Dark Ages August 2012 Expansion 500 35 Cards that have an additional effect when trashed. Cards that care about the Trash. Cards that upgrade themselves. Ways to upgrade other cards. Shelters (initial three cards), Looter cards that give out Ruins (bad cards), and Spoils (one-use golds).
Guilds[49] June 2013 Expansion 150 13 Coin tokens that can be saved to spend later (Coffers). Cards you can get more out of by paying extra for them.
Prince[50] June 2014 Promotional card 11 1 Decisions among multiple possible effects. Hybrid cards that are both Victory cards and another type.
Adventures[51] April 2015 Expansion 400 30 Reserve cards (cards that are set aside when played and can be used when the right moment comes). Events (immediate effects that players can buy). Traveller cards (cards that can be exchanged for other cards). Player-owned tokens that modify cards. More Duration cards, with some that stay in play indefinitely.
Summon[52] Autumn 2015 Promotional Event 1 0
Empires[53] June 2016 Expansion 300 24 Cards you can buy now (by taking debt tokens) and pay for later. Split piles where the supply of one card must be exhausted before the other half of the pile can be bought or gained. Landmarks, which add new ways to score. Duration cards, VP tokens, and Events return from previous sets.
Dominion Update Pack October 2016 Replacement cards 77 7 Replacement cards for Dominion base set.
Dominion Intrigue Update Pack October 2016 Replacement cards 77 7 Replacement cards for Intrigue.
Sauna/Avanto[54] September 2016 Promotional card (split pile) 11 1
Nocturne[55] November 2017 Expansion 500 33 A new type of cards, called Night cards, which are played in the Night Phase (which comes after the Buy Phase and before the Clean-Up Phase) during a player's turn. Also adds in more non-supply cards that cannot be "bought" in the normal manner. Hexes and Boons, which aren't "Cards" or "Events" as such but have effects similar to events.
Dismantle December 2017 Promotional card 11 1
Renaissance[56] November 2018 Expansion 300 25 Tokens that let you save coins and actions for later, Projects that grant abilities, and Artifacts to fight over.
Captain July 2019 Promotional card 11 1
Church July 2019 Promotional card 11 1
Menagerie[57] March 2020 Expansion 400 30 Horses which can only be gained with certain cards, Exile mats which temporarily remove cards from your deck, Ways which give another option for you action cards, and Events return.
Allies[58] January 2022 Expansion 400 31 Allies that will do Favors for you and split piles you can rotate.

Digital versions

Several unofficial online implementations of Dominion existed before there was a licensed online version; Rio Grande Games requested that these be discontinued once the official online implementation was released.[59] One of these unofficial implementations, however, located at dominion.isotropic.org, was used by Dominion designer Donald X. Vaccarino and his playtesters during the development of new cards, even long after the site was closed to the public.[citation needed]

A licensed browser-based online implementation of Dominion, hosted by Goko, went live in early March 2013. It was originally intended to be released to the public on August 16, 2012, but because of bugs and server overload, it was withdrawn from public release and returned to beta testing.[60] The official app provided the base Dominion game free to play, and cards from the expansions available for a fee.[61] In October 2015, the official Goko online implementation of Dominion transitioned to a new official 2.0 online implementation developed by Making Fun.[62] Making Fun honored all purchases made by customers from the original Goko implementation, but in February 2016, John Welch, CEO of Making Fun announced that the license granted to Making Fun by Rio Grande Games to develop the official online Dominion game would expire at the end of 2016, and would not be renewed with Making Fun.[63] From January 1, 2017, development of the official online Dominion game is licensed to Shuffle iT, a company formed by two high-ranked Dominion players. They were dissatisfied with all prior online implementations of Dominion and proposed their new approach to Vaccarino, who was impressed with what the two developers were able to do and gave them the license.[64]

Temple Gate Games released a licensed version of Dominion for Microsoft Windows, iOS and Android devices in early access in October 2021. This game was developed using artificial intelligence and neural networks to provide viable computer opponents, which the developers claim was advanced enough to be able to learn new cards that were not used in training. The game is offered as a free-to-play game that includes the original base Dominion game, with paid downloadable content for each of the card game's expansions.[65]

Reception

The original Dominion set won several awards, including the Spiele des Jahres, the Deutscher Spiele Preis, an Origins award and a Diana Jones Award. In addition, it and the expansions have sold more than 2.5 million copies[66] and been translated into 18 languages: Chinese, Czech, Dutch, Finnish, French, German, Greek, Hungarian, Italian, Japanese, Korean, bokmål Norwegian, Polish, Portuguese, Romanian, Russian, Spanish and Swedish.

Moreover, as the game that invented deckbuilding,[67] many other games owe their existence to it. Other games, such as the Mage Knight Board Game, use deckbuilding as one game mechanic among others.

Dominion has been praised for its speed and simplicity, as well as its strategic depth; there are many ways to win. Other reviewers have noted the game’s replayability.[68] However, it has been criticised as "almost abstract" for its weak theme, described as "multiplayer solitaire", and the theme has been criticised as generic, though a minor issue in the playability.[7][14]

Awards

References

  1. ^ "Dominion Review - The Game That Launched A Genre". techraptor.net. Retrieved 8 November 2021.
  2. ^ a b c "Dominion Over All". escapistmagazine.com. Retrieved 8 November 2021.
  3. ^ Derek Thompson (2012-02-29). "Game Designer Interview: Donald X. Vaccarino… Again!". MeepleTown. Retrieved 2014-01-06.
  4. ^ Eingestellt von Harald (26 October 2008). "Die beliebtesten Spiele der Spiel '08 – die Top Ten der Scouts". Fairplay online (in German). Retrieved 3 June 2012.
  5. ^ "Table-top Generals". economist.com. Retrieved 6 November 2021.
  6. ^ "Dominion Second Edition Rulebook" (PDF). riograndegames.com. Rio Grande Games. Retrieved 6 November 2021.
  7. ^ a b c Liu, Jonathan (February 7, 2011). "Dominion: Quality Deck-Building Since 2008". Wired. Retrieved November 6, 2021.
  8. ^ Herny, David (18 February 2009). "Review of Dominion". RPGnet. Retrieved 3 June 2012.
  9. ^ "Table-top Generals". economist.com. Retrieved 6 November 2021.
  10. ^ "Review - Dominion (2nd Edition)". geeksundergrace.com. Retrieved 10 November 2021.
  11. ^ "Dominion: Prosperity Rulebook" (PDF). riograndegames.com. Rio Grande Games. Retrieved 6 November 2021.
  12. ^ "Dominion: Adventures Rulebook" (PDF). riograndegames.com. Rio Grande Games. Retrieved 6 November 2021.
  13. ^ Desatoff, Sam (August 9, 2017). "A Complete Buyer's Guide to Dominion Board Game". IGN. Retrieved August 9, 2017.
  14. ^ a b c Furino, Giaco (28 March 2019). "Dominion Review - The Game That Launched A Genre". TechRaptor. Retrieved 7 November 2021.
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  17. ^ "Dominion: Alchemy". riograndegames.com. Retrieved 10 November 2021.
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  19. ^ "Dominion: Cornucopia & Guilds". riograndegames.com. Retrieved 10 November 2021.
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  30. ^ a b Martin, W. Eric (2008-10-17). "Game Preview/Review: Dominion". BoardGameGeek. Archived from the original on 2008-10-20. Retrieved 2012-10-15.
  31. ^ Valerie Putman: Game X = Dominion Archived December 5, 2008, at the Wayback Machine
  32. ^ Varley, Allen (2009-08-09). "Dominion Over All". Escapist. p. 3. Retrieved 2015-08-15.
  33. ^ Vaccarino, Donald X. (2008-11-13). "The Secret History of the Dominion Cards". BoardGameGeek. Retrieved 2012-10-15.
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  35. ^ "Dominion 2019 Errata and Rules Tweaks". forum.dominionstrategy.com. Retrieved 9 November 2021.
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  48. ^ "BoardGameGeek". BoardGameGeek News.
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  50. ^ "Dominion: Prince Promo Card". BoardGameGeek. Retrieved 22 July 2014.
  51. ^ "Dominion: Adventures". Rio Grande Games.
  52. ^ "Dominion: Event Summon Promo Card". Retrieved 31 August 2017.
  53. ^ "Dominion: Empires". Rio Grande Games.
  54. ^ "Dominion: Sauna / Avanto Promo Card". Retrieved 31 August 2017.
  55. ^ "Dominion: Nocturne". Rio Grande Games.
  56. ^ "Dominion: Renaissance". Rio Grande Games.
  57. ^ "Dominion: Menagerie". Rio Grande Games.
  58. ^ "Dominion: Allies". Rio Grande Games.
  59. ^ "Online Dominion Closure FAQ". Retrieved 21 May 2015.
  60. ^ Duryee, Tricia (21 August 2012). "Goko's HTML5 Game Portal Goes Back to Beta After Failed Launch". All Things D. Retrieved 9 September 2012.
  61. ^ Squires, Jim (16 August 2012). "HTML5 games get their own Dominion: Goko.com". GameZebo. Retrieved 9 September 2012.
  62. ^ "Transitioning to 2.0". 7 October 2015. Archived from the original on 18 March 2016. Retrieved 19 March 2016.
  63. ^ "2016 Plan + Future". 2 February 2016. Archived from the original on 9 March 2016. Retrieved 19 March 2016.
  64. ^ Soave, Robby (November 9, 2021). "Dominion Online". Reason. Retrieved November 9, 2021.
  65. ^ Hall, Charlie (May 18, 2021). "Classic card game Dominion is getting a scary good new AI". Polygon. Retrieved November 5, 2021.
  66. ^ "Table-top Generals". economist.com. Retrieved 6 November 2021.
  67. ^ "Dominion Review - The Game That Launched A Genre". techraptor.net. Retrieved 8 November 2021.
  68. ^ Herny, David (18 February 2009). "Review of Dominion". RPGnet. Retrieved 3 June 2012.
  69. ^ "35th Origins Awards". GAMA. 2009. Archived from the original on June 14, 2012. Retrieved August 6, 2012.
  70. ^ "Dominion".