======================== LIKES
+if you only have 1 buy, then you don't need to keep track of coins left after a buy
+It inspired the creation of many other DBG. Not all of them are great, but not all of them are trash either. Ascension is awesome, especially since it has 9 expansions on digital with 5 promos to boot. I also enjoy Thunderstone, Nightfall, ad Puzzle Strike
+can be played by experts, and newcomers alike
+Eurogame type where there's no player elimination, and direct politicking
+getting Victory cards naturally stunts your engine and slows down leaders*+
+Interesting decision point of when to go green, or continue engine
+Some unique setups where interesting decision points at times lead you to question if you should be going green even earlier in the game, and getting engine even late game
+Very modular
+leave out cards you don't particularly like
+sets still have some central theme and mechanics
+you have the option to bring a subset of cards, and leave the rest at home. Will only last for 1 to 7 unique games, but the box/containter to carry them is only the size of a "Magic long box", a rectangular box like Thunderstone, or even a regular square bg box (like Ticket To Ride)
+not a CCG
+2 to 4 expansions are still affordable, easy to store and carry, but still provide a lot of options
+It's popular enough that you can typically just play someone else's copy
+Freeware or ad-supported randomizer apps help a lot with setup. Multiplatform too! (And., iOS, web)
+very well playtested
+rules are thorough - It's much easier to talk about all the things they did wrong, as opposed to all the things they did correctly
+it's 200% of a game!
======================== DIS LIKES
-keeping track of actions can be very cumbersome. If not that, but a combo of the 3.. Actions, buys, and coins
-Some legit complaints from gamers include that it really feels dry... an exercise to optimize and draw as many cards as possible, while keeping in mind factors like Buys and Actions
-Theme is quite lacking
-There are games where someone's already won. But you still need to play out the other half of the game for it to end. (luckily games go by fairly quickly, so it only feels relatively long)
-not a game for both beginners AND experts, together
Vets need to coach newbies, need to give newbies handicaps, or both parties need to be OK with the skills gap (vets need to be OK that newbies are going to do things like buy Saboteurs, and not provide enough challenge and balance to things that require some player intervention. Newbies need to be OK that vets are going to know the combos, and do some amazing things)
-soo many, freaking cards
if you have all expansions, you're looking at 2200 to 3000 cards to store
-it's not a CCG, but it can still feel like one with all 11 expansions, 8 promos, and 2 second editions
-other card games manage to get in a great experience too in fewer cards
-if you play a lot, you "sort of" have to get sleeves.
Adds to cost of the game, and storage space woes (as mentioned in the bullet point above)
-Some "elitist groups" formed within the Dominion community
Someone asked why Victory cards that you gained can't be set aside. The response could've been clean and direct, citing something similar to what I said above (go to *+). Instead, his response was "Is this even a real question?". Another comment citing he's been teaching Dominion for years at conventions, and has never heard anybody ask that question. Well, you know what they say in Dominion... you can play for a long time and still learn new things. I guess it's too taboo to be able to accept that you can teach the game for a long time and still hear all sorts of questions
-due to natural "expansion fatigue" with any game, players are less likely to have later expansions
-randomizer app is needed to avoid lugging around an extra 200-something randomizer cards
-Unfortunately, it's 200% of a game because half the game is setting it up, the other half is shuffling, another half is playing the actual game, and the last 50% of the game is putting it away!