I’m thinking simply ‘place a thing to do a thing’. Managing what you get from it is almost a by product. The placement drives the whole engine. My experiences are limited though so grain of salt. Or whatever resource you like 
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Replying to @Magnusthered4 @mattthr
In the same sense isn't Dominion resource management too, within your deck? Balancing the mix of actions vs money vs points.
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Replying to @elizhargrave @Magnusthered4
There's relatively little of that in Dominion and it's *all* on the cards. Whereas in most WP games there's a board and separate resource counters etc etc. I guess this is semantics really about how you define a mechanic vs a genre and what fits where.
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Replying to @mattthr
So is it the bits that you're craving? Or the saving bits up over multiple turns in front of you to do larger things, rather than putting them in a deck and hoping you can get them to come up together?
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Replying to @elizhargrave
No, it's a very good question. I'm struggling to come up with a cohesive answer. Partly it's the theme: WP games often strongly realise a theme, whereas Dominion is quite abstract. Partly it's interaction: Dominion is very much building your own engine ...
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Replying to @mattthr @elizhargrave
Partly it's repetition: you often don't feel like you're "achieving" anything in a Dominion turn, unless you get a lucky draw and a lot of bonus actions. Which leads into the last issue which is, as a framework, it's too simplistic to present a lot of variety.
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Replying to @mattthr @elizhargrave
I disagree. In the best ones, choices matter in every turn. In the generic ones, you're just doing the obvious thing/buying the most expensive thing you can afford. It's like you're not even playing.
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Replying to @gamesbymanuel @elizhargrave
I don't think I said choices didn't matter? It's clearly primarily a game of skill. They're just not skills I seem to enjoy having taxed.
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Replying to @mattthr @elizhargrave
I was reacting to the comment about repetition, which to me is mostly caused by running through the same motions/lack of choices over many turns.
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Replying to @gamesbymanuel @elizhargrave
But it does do exactly that. The turns are the same. There is a lack of choices: ten cards at first, quickly narrowed by your own strategy & other players. That isn't the same as saying those choices don't matter.
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When I'm saying choices don't matter, I am referring to the ones that quickly turn into "buy the best thing you can afford every turn". In the best ones there is more to do with your cards and priorities change throughout.
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