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← Dominion

Dominion — setup checklist

approved by fenyx · Aug 5, 09:33

Component inventory

1. DERIVED

Each player takes 3 Estates and 7 Coppers and shuffles them face down as a starting deck. · per player

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Quantitative Pass
Each player takes 3 Estates and 7 Coppers and shuffles them face down as a starting deck.

judge: The instruction exactly matches every component, quantity, and action described in the quoted text.

2. DERIVED

Place 17 face-up piles of cards on the table: the 7 Base card piles, which are always used, and always the same, and 10 Kingdom card piles, which vary from game to game.

baked from the rulebook · gate-verified · judged · approved

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Quantitative Pass
Place 17 face-up piles of cards on the table: the 7 Base card piles, which are always used, and always the same, and 10 Kingdom card piles, which vary from game to game.

judge: The instruction is a verbatim match of the quoted text, satisfying all criteria for full entailment.

3. DERIVED

The Base cards are Copper, Silver, Gold, Estate, Duchy, Province, and Curse.

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Mechanical Pass
The Base cards are Copper, Silver, Gold, Estate, Duchy, Province, and Curse.

judge: The instruction exactly matches the quoted text, listing all specified base cards without adding or altering any components.

4. DERIVED

Copper, Silver, Gold: Use every copy you have of these (except Coppers players already have).

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Mechanical Pass
Copper, Silver, Gold: Use every copy you have of these (except Coppers players already have).

judge: The instruction is a verbatim copy of the quoted rulebook text with no added, changed, or missing elements.

5. DERIVED varies by player count

Estate, Duchy, Province: Use 8 copies of each for a 2-player game, 12 copies for 3-4 players.

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Pointer Pass
Estate, Duchy, Province: Use 8 copies of each for a 2-player game, 12 copies for 3-4 players.

judge: The instruction is a verbatim restatement of the quoted rulebook text, which explicitly defines the card counts based on player count.

6. DERIVED varies by player count

Curse: Use 10 with 2 players, 20 with 3 players, all 30 with 4 players.

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Pointer Pass
Curse: Use 10 with 2 players, 20 with 3 players, all 30 with 4 players.

judge: The instruction is a verbatim restatement of the player-count branches explicitly defined in the quoted rulebook text.

7. DERIVED

Choose 10 Kingdom cards to use, however you like; the others will not be used this game.

baked from the rulebook · gate-verified · judged · approved

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Quantitative Pass
Choose 10 Kingdom cards to use, however you like; the others will not be used this game.

judge: The instruction exactly matches every detail (action, component, quantity) stated in the quoted rulebook text.

8. DERIVED

Whichever 10 cards you pick, get out those piles - 10 copies of each card (do not put the randomizer card in the pile).

baked from the rulebook · gate-verified · judged · approved

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Quantitative Pass
Whichever 10 cards you pick, get out those piles - 10 copies of each card (do not put the randomizer card in the pile).

judge: The instruction is a verbatim match of the quoted text, satisfying all criteria for full entailment.

9. DERIVED varies by player count

When a Victory Kingdom card is used (e.g. Gardens), it gets 8 copies for 2 players, 12 copies for 3-4 players, as with the other Victory cards.

baked from the rulebook · gate-verified · judged · approved

show the rulebook text this rests on
Pointer Pass
When a Victory Kingdom card is used (e.g. Gardens), it gets 8 copies for 2 players, 12 copies for 3-4 players, as with the other Victory cards.

judge: The instruction is a verbatim restatement of the quoted rulebook text, which explicitly defines the player-count branches for Victory Kingdom cards.

10. DERIVED

Put the Trash mat near the piles.

baked from the rulebook · gate-verified · judged · approved

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Mechanical Pass
Put the Trash mat near the piles.

judge: The instruction exactly matches the quoted text in action, component, and quantity.

Setup

1. DERIVED

Place 17 face-up piles of cards on the table: the 7 Base card piles, which are always used, and always the same, and 10 Kingdom card piles, which vary from game to game. (17 cards)

baked from the rulebook · gate-verified · judged · approved

show the rulebook text this rests on
Quantitative Pass
Place 17 face-up piles of cards on the table: the 7 Base card piles, which are always used, and always the same, and 10 Kingdom card piles, which vary from game to game.

judge: The instruction is a verbatim match of the quoted text, satisfying all criteria for full entailment.

2. DERIVED

The Base cards are Copper, Silver, Gold, Estate, Duchy, Province, and Curse.

baked from the rulebook · gate-verified · judged · approved

show the rulebook text this rests on
Mechanical Pass
The Base cards are Copper, Silver, Gold, Estate, Duchy, Province, and Curse.

judge: The instruction exactly matches the quoted text, listing all specified Base cards without adding or altering any components.

3. DERIVED

For the Base cards Copper, Silver, and Gold, use every copy you have of these (except Coppers players already have). (Copper, Silver, Gold cards)

baked from the rulebook · gate-verified · judged · approved

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Mechanical Pass
Copper, Silver, Gold: Use every copy you have of these (except Coppers players already have).

judge: The instruction accurately reflects all components, actions, and exceptions stated in the quoted rulebook text.

4. DERIVED varies by player count

For the Base cards Estate, Duchy, and Province, use 8 copies of each for a 2-player game, 12 copies for 3-4 players.

baked from the rulebook · gate-verified · judged · approved

show the rulebook text this rests on
Pointer Pass
Estate, Duchy, Province: Use 8 copies of each for a 2-player game, 12 copies for 3-4 players.

judge: The instruction faithfully restates the player-count branches and card quantities explicitly stated in the quoted text without adding or contradicting any details.

5. DERIVED varies by player count

For the Base card Curse, use 10 with 2 players, 20 with 3 players, all 30 with 4 players.

baked from the rulebook · gate-verified · judged · approved

show the rulebook text this rests on
Pointer Pass
Curse: Use 10 with 2 players, 20 with 3 players, all 30 with 4 players.

judge: The instruction faithfully restates all player-count branches and values explicitly stated in the quoted text without adding or altering any details.

6. DERIVED

Choose 10 Kingdom cards to use, however you like; the others will not be used this game.

baked from the rulebook · gate-verified · judged · approved

show the rulebook text this rests on
Mechanical Pass
Choose 10 Kingdom cards to use, however you like; the others will not be used this game.

judge: The instruction exactly matches the quoted text in action, component, quantity, and scope.

7. DERIVED

Whichever 10 cards you pick, get out those piles - 10 copies of each card (do not put the randomizer card in the pile).

baked from the rulebook · gate-verified · judged · approved

show the rulebook text this rests on
Quantitative Pass
Whichever 10 cards you pick, get out those piles - 10 copies of each card (do not put the randomizer card in the pile).

judge: The instruction is a verbatim match of the quoted text, satisfying all criteria for full entailment.

8. DERIVED varies by player count

When a Victory Kingdom card is used (e.g. Gardens), it gets 8 copies for 2 players, 12 copies for 3-4 players, as with the other Victory cards.

baked from the rulebook · gate-verified · judged · approved

show the rulebook text this rests on
Pointer Pass
When a Victory Kingdom card is used (e.g. Gardens), it gets 8 copies for 2 players, 12 copies for 3-4 players, as with the other Victory cards.

judge: The instruction is a verbatim restatement of the quoted rulebook text, which explicitly defines the player-count branches for Victory Kingdom cards.

9. DERIVED

Put the Trash mat near the piles.

baked from the rulebook · gate-verified · judged · approved

show the rulebook text this rests on
Mechanical Pass
Put the Trash mat near the piles.

judge: The instruction exactly matches the quoted text in action, component, and quantity.

🔧 debug — where this checklist came from
phaseclaimsquote-gatejudge PASS
Component inventory 10 10 / 10 10 / 10
Setup 9 9 / 9 9 / 9