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A huge expansion with an animals theme. Players can save cards for later on the Exile mat. Horses help you draw your deck; Ways let you play Action cards to do something other than what they say. Events return, and there's a mini-theme of cards with variable costs.

Menagerie has Exile mats that cards can be placed on. Each player gets one. To "exile" a card is to put it on your exile mat. Cards on your Exile mat are "in Exile."Cards on your Exile mat are yours; at the end of the game, include them when scoring. When you gain a card, you may discard the other copies of it from your mat.

Menagerie has Ways. Each Way gives Action cards an additional option: you can play the Action normally, or play it to do what the Way says to do. Playing an Action card with a Way means not doing anything the Action card said to do when played. Ways are not Kingdom cards, and cannot be bought; they sit on the table modifying the game rules.

Some cards in Menagerie have costs marked with a *. Some *s indicate variable prices. The card will explain when and how it changes.
Dominion, that’s what you’re trying to achieve. This time with animals! They each have a lesson to teach, whether it’s how to spit really far, or what kind of grass tastes the best. It’s a lot to keep track of, but you’re like an elephant: you remember everything. And you’re afraid of mice. You’ve taken up riding. Horses are intimidating; they say you can lead a horse to water, but you haven’t managed it. So you’re working your way up, starting with dogs. So far so good; the dog hasn’t bucked you off yet.
Your menagerie got off to a poor start, with just a goat, two rats, and the adviser who suggested starting a menagerie. You couldn’t get that fox you wanted, but it was probably bad anyway. Now you’ve got some camels, which are just as useless for sewing as you’d been warned, and a turtle that can hold its breath for longer than anyone can stay interested. Soon the animal kingdom will be yours.
-- Donald X. Vaccarino

Menagerie has Exile mats that cards can be placed on. Each player gets one. To "exile" a card is to put it on your exile mat. Cards on your Exile mat are "in Exile."Cards on your Exile mat are yours; at the end of the game, include them when scoring. When you gain a card, you may discard the other copies of it from your mat.

Menagerie has Ways. Each Way gives Action cards an additional option: you can play the Action normally, or play it to do what the Way says to do. Playing an Action card with a Way means not doing anything the Action card said to do when played. Ways are not Kingdom cards, and cannot be bought; they sit on the table modifying the game rules.

Some cards in Menagerie have costs marked with a *. Some *s indicate variable prices. The card will explain when and how it changes.
Flavor
Dominion, that’s what you’re trying to achieve. This time with animals! They each have a lesson to teach, whether it’s how to spit really far, or what kind of grass tastes the best. It’s a lot to keep track of, but you’re like an elephant: you remember everything. And you’re afraid of mice. You’ve taken up riding. Horses are intimidating; they say you can lead a horse to water, but you haven’t managed it. So you’re working your way up, starting with dogs. So far so good; the dog hasn’t bucked you off yet.
Your menagerie got off to a poor start, with just a goat, two rats, and the adviser who suggested starting a menagerie. You couldn’t get that fox you wanted, but it was probably bad anyway. Now you’ve got some camels, which are just as useless for sewing as you’d been warned, and a turtle that can hold its breath for longer than anyone can stay interested. Soon the animal kingdom will be yours.
-- Donald X. Vaccarino
Features
- 71 Unique cards - large sized expansion
- 30 Kingdom cards
- 8 using Horses
- 8 using Exile
- 4 Reactions
- 4 special costs
- 20 Ways
- 20 Events
- Horses
- High complexity