# Dominion: Seaside ## General Info - **Year Published**: 2009 - **BGG Rating**: 8.0 - **BGG Rank**: — - **Players**: 2-4 (Best with: 3) - **Duration**: 30 min - **Weight**: 2.49 / 5 - **Designers**: Donald X. Vaccarino - **Artists**: Alejandro Gutiérrez Franco, Alexander Jung, Christof Tisch, Claus Stephan, Dennis Lohausen, Franz Vohwinkel, Harald Lieske, Jay Tummelson, Julien Delval, Lars-Arne "Maura" Kalusky, Marcel-André Casasola Merkle, Martin Hoffmann, Matthias Catrein, R. C. Torres, Ryan Laukat, Simon Jannerland, Tomasz Jedruszek - **Publishers**: Rio Grande Games, 999 Games, Albi, ASS Altenburger Spielkarten, Devir, Filosofia Éditions, Games Factory Publishing, Hans im Glück, Hobby Japan, Korea Boardgames, Lautapelit.fi, Stupor Mundi, Swan Panasia Co., Ltd. - **Categories**: Card Game, Expansion for Base-game, Medieval, Nautical - **Mechanics**: Deck, Bag, and Pool Building, Delayed Purchase, Hand Management, Open Drafting ## Verdict If you love Dominion and crave more strategy with a nautical adventure flair, this expansion is your ticket! The new Action cards with delayed purchase add a serious kick to your gameplay.Expands deck-building strategiesNew delayed purchase mechanicEngaging nautical themeMore game varietyRequires Dominion base gameNo basic cards includedModerate language dependencyHIGHLY RECOMMENDED ## Description Get ready to set sail with Dominion: Seaside, the expansion that adds a nautical and strategic twist to your Dominion experience! If you've already ventured through the lands of Dominion or Intrigue, you know the base game is essential. Seaside doesn't come with the basic cards, so you'll need one of the previous games to embark on this journey. The theme here is pure naval adventure: think dangerous waters, lurking pirates, and the pursuit of lucrative trade routes in distant ports. You'll seize islands, deal with natives (who might be more hostile than they seem!), and perhaps expand your river empire to the vast ocean. The major highlight of Seaside lies in its Action cards that introduce the 'Delayed Purchase' mechanic. This means you can buy a card today but only use it on a future turn, adding an extra layer of planning and surprise. Furthermore, new action and treasure cards raise the level of interaction and complexity, making each game even more dynamic. It's an expansion that truly broadens Dominion's possibilities, offering new strategies and combos to explore. If you enjoy optimizing your deck and planning moves in advance, Seaside is a feast. Prepare your sailors, adjust the sails, and good luck conquering the seas! ## How to Play Objective of the Game In Dominion: Seaside, you are an ambitious ruler looking to expand your dominion by sea. You'll send ships across dangerous, pirate-infested waters to establish lucrative trade at far-off merchant-infested ports. Your goal is to take over islands as a foothold, conquer ports, and find more rivers, ultimately aiming to control all rivers. This expansion focuses on effects that extend into your next turn, allowing you to set up future plays and step outside the bounds of a normal turn. Preparation (Setup) Dominion: Seaside is an expansion and requires either the base game of Dominion or Dominion: Intrigue to play. It does not include Treasure, Victory, Curse, or Trash cards. Remove the three sets of cards from their wrappings and place them in the card tray. An inlay is provided to help organize the cards. Remove the player mats from their frames. There are 3 for each player: Island, Pirate Ship, and Native Village. Place any player mats not being used back in the box. These mats are only used when their corresponding Kingdom cards are in play. Place the coins in the Supply when playing with Pirate Ship cards. Place the tokens in the Supply when playing with Embargo cards. Otherwise, return these components to the box. Neither the tokens nor coins are limited; use substitutes if you run out. Gather the Treasure cards, Victory cards, Curse cards, and Trash card from either Dominion or Dominion: Intrigue. Players must choose 10 sets of Kingdom cards for each game. If choosing randomly, shuffle the 26 randomizer cards from Seaside with those from Dominion and/or Dominion: Intrigue, depending on which games you want to play with. Players can also choose to play with only Kingdom cards from Seaside. The expansion includes 12 blank cards (11 standard back; 1 randomizer back). The Island card is an Action-Victory card. In a 3- or 4-player game, use 12 Islands. In a 2-player game, use 8 Islands. Flow of the Game Consulte o manual para detalhes sobre esta seção. Actions and How to Play Dominion: Seaside introduces Duration cards, which are orange and have effects that continue past the end of the turn in which they were played. Leave a Duration card in front of you until the Clean-up Phase of the last turn in which it does something. If a Duration card says "Now and on your next turn," discard it during the Clean-up phase of your next turn. If you play or modify a Duration card with another card (like Throne Room), that other card also stays in your play area until it is no longer doing anything. When multiple cards resolve at the same time on your turn, you choose the order. Place Duration cards still in effect in a separate row above other Actions and Treasures played. When a Duration card has its last effect, move it to the row of cards that will be played and discarded during the current turn. When a card tells a player to "Look at" another card or cards, the player does not show them to other players. Cards are "In play" if they are Action cards and Treasure cards played face-up in a player's play area. Set aside cards, trashed cards, cards in the supply, and cards in hands, decks, and discard piles are not in play. When given a choice of actions, you may choose one you cannot do, but must always do all you can with an action chosen. If a player needs to do anything regarding their Deck (draw, reveal, set aside, look at, or trash cards) and needs more cards than are remaining, they must do as many as they can, then shuffle their face-up Discard pile to form a new face-down Deck, and then do the remaining actions with cards from the newly shuffled Deck. If a player’s Deck is empty, they do not shuffle their Discard pile until they need to do something with cards from their Deck and cannot. Here are some of the new Kingdom cards and their abilities: Ambassador (Action - Attack 3): Reveal a card from your hand. Return up to 2 copies of it from your hand to the Supply. Then each other player gains a copy of it. If the pile runs out, cards are given out in turn order starting with the next player. If you have no other cards in hand, it does nothing. Bazaar (Action 5): +1 Card, +2 Actions, +1 Coin. Caravan (Action - Duration 4): +1 Card, +1 Action. At the start of your next turn, +1 Card. Discarded during the Clean-up phase of that subsequent turn. Cutpurse (Action - Attack 4): +2 Coin. Each other player discards a Copper card (or reveals a hand with no Copper). Embargo (Action 2): Trash this card. Put an Embargo token on top of a Supply pile. When a player buys a card, he gains a Curse card per Embargo token on that pile. You do not gain a Curse card if you gain a card without buying it. If you Throne Room an Embargo, you place two Embargo tokens which do not have to go on the same Supply pile. If no Curses are left, Embargo tokens do nothing. Explorer (Action 5): You may reveal a Province card from your hand. If you do, gain a Gold card, putting it into your hand. Otherwise, gain a Silver card, putting it into your hand. The gained card comes from the Supply and can be spent the same turn. Fishing Village (Action - Duration 3): +2 Actions, +1 Coin. At the start of your next turn: +1 Action, +1 Coin. Leave this in front of you until the Clean-up phase of your next turn. Ghost Ship (Action - Attack 5): +2 Cards. Each other player with 4 or more cards in hand puts cards from his hand on top of his deck until he has 3 cards in his hand. Players choose which cards to put on their decks and in what order. Haven (Action - Duration 2): +1 Card, +1 Action. Set aside a card from your hand face down. At the start of your next turn, put it into your hand. You must set aside a card. Haven and the card stay there until the start of your next turn, then Haven is discarded during the Clean-up phase of that subsequent turn. Island (Action - Victory 4): Set aside this and another card from your hand. Return them to your deck at the end of the game. When you first take this card, take an Island player mat. Island is worth 2 Victory Points. If you have no other cards in hand, just set Island aside by itself. If you Throne Room an Island, set aside the Island and a card, then set aside another card. You may look at cards on your Island mat, and other players may ask to see them. Lighthouse (Action - Duration 2): +1 Action. Now and at the start of your next turn: +1 Coin. While this is in play, when another player plays an Attack card, it doesn’t affect you. Discarded during the Clean-up phase of your next turn. Lookout (Action 3): +1 Action. Look at the top 3 cards of your deck. Trash one of them. Discard one of them. Put the other one on top of your deck. You must look at all 3 cards before deciding. If you have less than 3 cards, follow instructions in order (trash one, then discard one). Merchant Ship (Action - Duration 5): Now and at the start of your next turn: +2 Coin. Leave this in front of you until the Clean-up phase of your next turn. Native Village (Action 2): +2 Actions. Choose one: Set aside the top card of your deck face down on your Native Village mat; or put all the cards from your mat into your hand. You may look at the cards on your mat at any time; return them to your deck at the end of the game for scoring. Navigator (Action 4): +2 Coin. Look at the top 5 cards of your deck. Either discard all of them, or put them back on top of your deck in any order. You discard all 5 or none. Outpost (Action - Duration 5): You only draw 3 cards (instead of 5) in this turn’s Clean-up phase. Take an extra turn after this one. This can’t cause you to take more than two consecutive turns. Leave Outpost in front of you until the end of the extra turn. Pearl Diver (Action 2): +1 Card, +1 Action. Look at the bottom card of your deck. You may put it on top. Draw a card before looking at the bottom card. Pirate Ship (Action - Attack 4): When you first take this card, take a Pirate Ship player mat. Choose one: Each other player reveals the top 2 cards of his deck, trashes a revealed Treasure that you choose, discards the rest, and if anyone trashed a Treasure you take a Coin token; or, +1 Coin per Coin token you’ve taken with Pirate Ships this game. You can't get more than one Coin token each time you play Pirate Ship. Salvager (Action 4): +1 Buy. Trash a card from your hand. + Coin equal to its cost. You must trash a card if you have one. Sea Hag (Action - Attack 4): Each other player discards the top card of his deck, then gains a Curse card, putting it on top of his deck. If not enough Curses, deal them out in turn order. Smugglers (Action 3): Gain a copy of a card costing up to 6 that the player to your right gained on his last turn. If that player gained no cards, or nothing costing 6 or less, Smugglers does nothing. If multiple cards were gained, you choose which one. Gained cards must come from the Supply. Tactician (Action - Duration 5): Discard your hand. If you discarded any cards this way, then at the start of your next turn, +5 Cards, +1 Buy, and +1 Action. You must discard at least one card to gain the bonuses. Treasure Map (Action 4): Trash this and another copy of Treasure Map from your hand. If you do trash two Treasure Maps, gain 4 Gold cards, putting them on top of your deck. You must actually trash two copies to gain Golds. Treasury (Action 5): +1 Card, +1 Action, +1 Coin. When you discard this from play, if you didn’t buy a Victory card this turn, you may put this on top of your deck. If you buy multiple cards and at least one is a Victory card, none of your Treasuries can be put on top of your deck. Warehouse (Action 3): +3 Cards, +1 Action. Discard 3 cards. You must discard 3 cards if you can, even if you couldn't draw 3. Wharf (Action - Duration 5): Now and at the start of your next turn: +2 Cards, +1 Buy. Leave this in front of you until the Clean-up phase of your next turn. End of Game and Scoring Consulte o manual para detalhes sobre esta seção. Tips for Winning Duration cards are key to setting up powerful future turns. Pay attention to which cards provide benefits "Now and at the start of your next turn" to maximize your efficiency. Cards like Island and Native Village allow you to set aside cards, effectively thinning your deck or saving important cards for later. Use these strategically to manage your hand and deck composition. Consider the impact of Attack cards like Pirate Ship, Cutpurse, and Sea Hag. These can disrupt opponents' strategies by forcing discards or giving them Curse cards, while cards like Lighthouse can protect you from such attacks. ## FAQ ### Do I need the Dominion or Dominion: Intrigue base game to play Seaside? Yes, absolutely! Dominion: Seaside is an expansion and does not include the basic cards (Treasure, Victory, etc.). You need to own Dominion base or Dominion: Intrigue to play with Seaside's cards. ### How many new cards come in this expansion? Seaside adds 150 new cards, featuring 26 different types of Action and Treasure cards, plus new Victory cards. ### Does the nautical theme heavily influence gameplay? The theme adds a fresh feel, but the main impact on gameplay comes from the new mechanics and synergies the cards provide, especially the 'Delayed Purchase' which allows for planning future turns. ### Is this expansion too complex for someone new to Dominion? It adds more complexity and strategic options, making it more suitable for players already familiar with the base game. For absolute beginners, the base game is the best starting point. ### What is the average playtime with this expansion? The playtime remains similar to the base game, generally between 30 to 40 minutes for 2 to 4 players, depending on familiarity with the cards. ### Are the 'Delayed Purchase' cards difficult to manage? They require a bit more planning, but they aren't overly complicated. 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