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Step one · about 3 minutes

What you do in a game of Dominions 6

You are a would-be god with a nation to run. Each turn you give orders, then every player's orders resolve at once.

You play a pretender: a would-be god who means to be the only one. You do not fight or build anything yourself. You have a nation to do that for you, with its armies, mages and priests, and a map of provinces held by the independents and by other pretenders who want the same thing you do.

A turn

A game is a series of turns, and one turn is one month of game time. In each one you look over your provinces, spend gold on troops and commanders, send armies into neighbouring provinces, set your mages to research or to forge, and have your priests preach. Then you end the turn. Nothing happens until every player has done the same: all the orders are carried out together, battles included, and the next turn opens with a list of messages about what went well and what did not.

Dominion

Your god’s influence on the world is its dominion. It spreads from your pretender, your capital, your temples and a prophet if you name one, and a province under your dominion slowly takes on the preferences you gave your god, the scales, such as order or turmoil and heat or cold. If your god has no dominion left anywhere on the map, you are out of the game. Step two explains how to design a god, and the dominion of a god is one of the things you buy.

How you win

The usual way to win is to hold enough Thrones of Ascension, special provinces scattered across the map; the game settings say how many ascension points are needed. A game can instead be set up so that the last pretender standing wins, which the settings call Conquer all. Step five covers both.

The order the game asks you things

Before turn one you meet a short run of screens. The manual lists them in this order, and the steps of this guide take them in the order that is easiest to understand, not the order of the screens.

  1. The map. Pick a ready-made map or have one made, and choose its size. Step five has the choices.
  2. The age. Early, Middle or Late, which decides which nations you can play. Step four explains them.
  3. The players. Your nation, and the computer opponents with theirs. Step four again, and step five for the opponents.
  4. Your pretender. The design screen. Step two.
  5. The game settings. The rules of this particular world, and the throne and Cataclysm choices on the Thrones tab. Step five.

Then the first turn opens. The same step five walks through it, and step three explains the battles you will not be steering.

Words you will meet

None of this needs to make sense yet. Every game term in these steps is a glossary term: hover it, or press it on a phone, to read a short definition, with a link to the page that explains it in full. The list at the end of each step gathers the terms used on that page. When you want the rules under a term, the mechanics pages and the glossary are where they live, and the longer strategy article shows how the choices stack up.

The next five steps take one piece at a time: your god, battles, your nation, a first game, and what to do when you are lost.

Terms on this page

Generated from the terms used above. This block is what prints.

pretender
The god you design before the first turn from a limited budget of points, covering its body, magic paths, dominion, scales and how soon it arrives. · Full article · back to text
nation
The people your god leads: their troops, commanders, mages, sacred units, magic paths and history. Each nation is a different game. · Full article · back to text
mage
A commander with skill in one or more magic paths. Mages research, cast spells, forge items and search provinces for magic sites. · Full article · back to text
priest
A commander who preaches to spread your dominion, blesses sacred troops on the battlefield and can call a dead pretender back. · Full article · back to text
province
One region of the map. It holds people, income, resources and your troops, and provinces are what players take from each other. · Full article · back to text
independents
The neutral peoples who hold provinces nobody owns. You conquer them to expand, and a game setting decides how strong they are. · Full article · back to text
turn
One month of game time. Every player gives orders, then all orders are carried out together. · Full article · back to text
commander
A unit that leads troops or does a job such as research, forging or preaching. Only commanders carry gems and change equipment. · Full article · back to text
research
Points your mages produce each month towards the next level in a school of magic. Higher levels unlock stronger spells. · Full article · back to text
forging
A mage's order that makes a magic item, paid for with gems. What a mage can forge depends on research. · Full article · back to text
dominion
The spread of your god's faith. It is not the same as who owns the land, and it matters in battle, in unrest and in how strong your god and its sacred troops are. · Full article · back to text
temple
A building that spreads your dominion and lets your priests preach and bless in that province. · Full article · back to text
scales
The dials chosen with your pretender, such as order against turmoil or luck against misfortune. They shape the whole empire slowly but permanently. · Full article · back to text
Throne of Ascension
A special province worth 1, 2 or 3 ascension points. Holding enough of them wins the game under the default victory rule. · Full article · back to text
game settings
The options chosen when a game is created: the makeup of the world, the divine rules, and the victory conditions on the Thrones tab. · Full article · back to text
ascension points
The score Thrones of Ascension give their holder. The game settings say how many a player must hold to win. · Full article · back to text
Conquer all
A victory setting where the game is won only by eliminating every other player, instead of by holding Thrones of Ascension. · Full article · back to text
age
Early, Middle or Late. The age you pick decides which nations can be played. In general, Early Age nations have stronger mages and weaker troops. · Full article · back to text
The main map at the start of a game, centred on the capital of Ulm, with the neighbouring provinces Comsath, Donnermark, Dendra Nigra and Stinging Swamp around it.
The map on the first turn of a single-player game, cropped around the capital. Captured at 1200 × 800. Image: Illwinter Game Design

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