If I were to make a resolution to improve my Dominion, it would have to involve the 4-player IRL games I nearly always play. There are plenty of flaws and fixes to these games this forum has already covered: they're too short to make satisfying decks; three-pile endings are unpleasantly common; certain cards like Cursing Attacks get unpleasantly strong.
I thought of which fix to focus on, and ended up grouping the lot together in one mechanic:
ContinentsLandscape cards that enlarge the kingdom to a continent, and make the game longer. When a Continent is added to the game:
- Add 1 more of each base Victory card to the Supply per player (including Colonies if in the game)
- Add an extra Kingdom pile
- One more pile will need to empty for the game to end (typically 4)
The recommended rules for inclusion: if there are 4 or more players in a game, after setup, add a Continent; this can be random selection, or chosen to suit the game and/or players' mood. It could be a 3rd landscape card.
They could alternatively be included in just the same way as TWELPs, even in 2- or 3-player, if players want a randomly decided big long game.
I designed these assuming one Continent per game, but...they could stack up in multiples?
Individual Continents can fix specific issues, or just add fun passive effects like Edicts.


Paradisaic limits Attacks to one hit on each player between their turns, but in exchange gives them an extra ability to be trashed for draw when discarded from play (whoever's turn in the case of Black Cat). Hopefully this addresses repeatable Attacks like junking or Knights. Cultist though...
Cavernous sorts out opening turns when they're crucial, giving each player two shots of +5 Cards then put 5 cards onto deck at start of turn.
Volcanic is a crazy thing that a lengthened game might get away with; when you gain a card, trash a card from hand, mandatory.
The flavour and convenience of these might help motivate me to try them someday.