Seaside is the second expansion to Base Dominion released by Donald X. Vaccarino in 2009 by publisher Rio Grande Games. The box contains 26 sets of Kingdom Cards, 3 types of mats, a set of Coin tokens, and a set of tokens.
 Basic Supply Cards
- Seaside is only an expansion, so no Basic Supply Cards are included.
 Kingdom Cards
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 Additional Materials
 Additional Rules
- This expansion introduces Duration cards. These cards are orange, and say "Duration" on the bottom line, i.e. "Action – Duration." A Duration card does something after your turn. Leave the card in front of you until the Clean-up Phase of the last turn in which it does something (discard it before drawing for the following turn). So if the 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, that other card also stays in your play area until it is no longer doing anything. For example if you play on , both cards stay in play until the Clean-up phase of your next turn. The Throne Room stays in play to remind you that you are getting the effect of Merchant Ship twice on that next turn.
- If multiple cards resolve at the same time on your turn (for example, Duration cards that do something “at the start of your next turn”), you choose what order to resolve them. A card that affects multiple players during your turn still resolves in player order, affecting you first if it affects all players and then proceeding clockwise.
- In order to keep track of which Duration cards are discarded during the current Clean-up phase and which Duration cards remain in play, place Duration cards in a separate row above the 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.
- Players may look at face-up set-aside cards of any player. Players may count face-down set-aside cards (both their own and those of other players).
- Some cards give a player a choice between two or more options (, ). You may pick any choice offered, even if you cannot do what it tells you to, but once you make a choice, you must complete as much of it as you can. Specific examples of this rule are given in the descriptions for cards on the info sheet.
- Some cards are both Victory cards and another type as well (e.g. ). These cards are both types for all purposes. Island can be played like a normal Action and at the end of the game, it contributes to your score. When a card refers to a type of card, it means any card having that type; so, for example, can be used to set aside an Island.
 Flavor text
All you ask is a tall ship and a star to steer her by. And someone who knows how to steer ships using stars. You finally got some of those rivers you'd wanted, and they led to the sea. These are dangerous, pirate-infested waters, and you cautiously send rat-infested ships across them, to establish lucrative trade at far-off merchant-infested ports. First, you will take over some islands, as a foothold. The natives seem friendly enough, crying their peace cries, and giving you spears and poison darts before you are even close enough to accept them properly. When you finally reach those ports you will conquer them, and from there you will look for more rivers. One day, all the rivers will be yours.
 Cards Gallery
 Impact of Seaside
Seaside is one of the most universally well-liked Dominion expansions, and a frequent answer to the "What should be the first expansion I buy?" question. This may be because Duration cards provide a noticeably different gameplay experience than anything that's available in the base set or Intrigue, while still having effects that are relatively straightforward and easy to understand.
Seaside is often perceived to be a "power creep" expansion; certainly it contains several cards that are very strong for their cost in comparison to the average card in Intrigue or base Dominion. and are two powerful junking attacks for less than , making them very strong openers; is one of the most punishing handsize attacks to be hit by; on the other hand provides some of the best protection from Attacks available in Dominion; and , , , and have very strong next-turn effects that can allow an engine to function with extremely high reliability. and are often described as the most powerful village card and the most powerful non-Attack card, respectively.
Seaside has no cards costing Donald X. Vaccarino's part to compensate for the range of costs in the upcoming Prosperity, which has no cards and a lot of cards costing or more.
, and more cards costing than any other expansion. This is a deliberate move on
 Seaside Theme
Game designer Donald X. offered some insight into some themes of the set here.
- 8 Duration: Haven, Lighthouse, Fishing Village, Caravan, Merchant Ship, Outpost, Tactician, Wharf
- 9 Top of deck: Native Village, Pearl Diver, Lookout, Navigator, Pirate Ship, Sea Hag, Treasure Map, Ghost Ship, Treasury
- 3 Other other-turn: Embargo, Smugglers, Island
- 6 Off-theme: Ambassador, Warehouse, Cutpurse, Salvager, Explorer, Bazaar
 Alternate versions
First Polish Edition (by GFP)
Seaside is unique among Dominion expansions in that all the Kingdom cards are Action cards.
 In other languages
- Chinese: 海國圖志 (pron. hǎi guó tú zhì, lit. Illustrated Treatise on the Maritime Kingdoms, a historical Chinese atlas of island nations)
- Czech: Pobřeží (lit. coast)
- Dutch: Hijs de Zeilen (lit. hoist the sails)
- Finnish: Kaukaiset rannat (lit. distant beaches)
- French: Rivages (lit. seashores)
- German: Seaside
- Italian: Seaside
- Japanese: 海辺 (pron. umibe, lit. seashore)
- Korean: 정복자의 바다 (pron. jeongbogjaui bada, lit. conqueror of the sea)
- Polish: Przystań (lit. harbor)
- Russian: Побережье (pron. pobyeryezh'ye, lit. coast)
- Spanish: Terramar (lit. earthsea)
 Secret History
At first there were just a bunch of cards. One day I decided, okay, these are the main set, these are the first expansion, these are the second expansion. I divided everything up based on mechanical themes.
Originally the 2nd expansion had two themes. Both themes had so much potential that I broke the set up into two sets, expanding the themes. Seaside got the "next turn" theme. It may be a couple years before you'll get to see the expansion I made out of the other theme.
For much of its pre-development life, the set was 20 cards. It briefly visited 16 cards, when I tried that out for everything, but mostly it was 20. But going into development it was of course 25; I knew that Intrigue had ended up 25, so naturally this set would be 25 too. My expectation was that cards would be used for the playmats and counters, which is how it worked during development. But at the end of development, it turned out we'd be using playmats and counters, and that left some empty space. So the set went up to 26 cards.
The biggest thing here is, the set has two cards that hand out junk that cost less than or should be a more powerful card for . Ambassador looks more innocent so probably I would change Sea Hag.
is the dud of the set. The problem is, some people are terrified of trashing a good card with it. At the same time trashing bad cards looks less exciting to some players. And as a trasher it's not exceptional. So the overall package is a card that a lot of players don't want, but that some experienced players realize is okay but not special. I could instead have some other card more people liked.
Originally the set did not have tokens. put itself on a pile; kept one treasure per attack and counted them; Pirate Ship and did have mats, but they were card-sized (when that changed I got to add back in). If I had known the set would have counters, I would have tried to get more use out of them, just as I made two more token cards to go with .
Again some people complain about various other cards but I am having none of it.
. Cards like that tend to dominate games, since people buy them turns 1-2 and start playing them fast, so it's bad to have two of them in one set, even though when they're in the same game the one defends against the other. I just don't want heavy-Seaside games to always have one of those cards. So either
 Second Edition
Pearl Diver, Navigator: These cards would be ones I'd replace, except, I couldn't, just as I couldn't rename Harem; they depict real people. Why not offer those real people new better art on their new card, you ask? That sounds good to me, and I thought it would get Harem renamed, but it didn't.
I looked at the other sets a year ago, did any sets want new cards other than Dominion and Intrigue. Seaside came the closest, Prosperity was a very distant 4th. Well there's Alchemy, but the basic way to change Alchemy is to not do it.
Anyway I looked at Seaside. The biggest positive things would be to get rid of Embargo tokens and use the coin tokens on say 3 cards. Seaside was made without tokens so I was not trying to make sure they were put to good use (when Prosperity was delayed due to Alchemy, I had time to add two more VP token cards to it). As I said, it was going to be a while before Jay was actually interested in not needing Embargo tokens. Then, two of the biggest duds to replace, I couldn't. In the end it got a tweaked rulebook and fixed wordings/layout (including Pirate Ship being clear about Guilds), but no new cards. And nothing else has new cards on the way either.
 Recommended Sets of 10
 Seaside Only