Seaside is the second expansion to Dominion released by Donald X. Vaccarino in 2009 by publisher Rio Grande Games. The box contains 26 sets of Kingdom cards, 3 types of player mats, a set of Coin tokens, and a set of Embargo tokens. The main gameplay theme of Seaside is cards whose abilities affect future turns—whether by being Duration cards, interacting with the top of the deck, or otherwise.
Seaside (Second Edition) was announced in January 2022 and is anticipated to be released around mid-May. Some first edition cards will leave and 9 new ones will be introduced as part of this edition. The new cards will also be available in an update pack provided to allow existing Seaside sets to be updated to the second edition form.
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 Throne Room on Merchant Ship, 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 (Pirate Ship, Native Village). 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. Island). 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, Library 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.
This is the 2nd addition to the game of Dominion. It adds 26 new Kingdom cards to Dominion. The central theme is your next turn; there are cards that do something this turn and next, cards that set up your next turn, and other ways to step outside of the bounds of a normal turn.
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. When Donald X. decided to start reusing mechanics from past expansions in designing Adventures, Duration was the principal mechanic he chose to revisit; since then, each new expansion after Adventures has included at least two Duration cards.
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. Sea Hag and Ambassador are two powerful junking attacks for less than , making them very strong openers; Ghost Ship is one of the most punishing handsize attacks to be hit by; Lighthouse on the other hand provides some of the best protection from Attacks available in Dominion; and Fishing Village, Caravan, Tactician, and Wharf have very strong next-turn effects that can allow an engine to function with extremely high reliability. Fishing Village and Wharf are often described as the most powerful village card and the most powerful non-Attack card, respectively.
Seaside has no cards costing , and more cards costing than any other expansion. This is a deliberate move on Donald X.'s part to compensate for the range of costs in the Prosperity, which has no cards and many cards costing or more.
Theme
Game designer Donald X. offered some insight into some themes of the set here.
Seaside is unique among Dominion expansions in that every Kingdom card is an Action card; it has no Treasures and its only Victory cards are also Actions. It is also the first expansion to introduce a new card type and card color.
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. haven)
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.
Now some of the cards that didn't make it.
- There were the cards for that other theme the set once had. Those cards are still hoping to come out in that set, so so much for them. A few more cards started here but migrated to later sets that they fit better. None of them want to be spoiled here today.
- There was the attack I mentioned for Sea Hag, the card that turned into Smugglers, and the card that Treasury replaced.
- Black Market was originally from this set. Valerie thought it was too wacky, what with having to set up a deck of cards to buy for it, so it left. Then we needed a promo and Dale suggested Black Market for it and of course I jumped on that. Black Market had been very popular in the set, so it was great that it survived. It's true that it's cumbersome having to build the Black Market Deck for it though. Black Market tied in to the next turn theme by actually getting you cards from next game. Those of you who don't know about the promo, it was given away with an issue of Spielbox, and now BGG sells it somewhere. Just madly click on things and eventually it will show up.
- There was a now-and-later Throne Room variant. Play an Action, play it again next turn. It was both confusing and weak. What if you use it on a duration card? How long does it stay on the table? It could have said "non-duration," but that's pretty sad in a set with 8 duration cards. And did I mention it was weak? It left before development started.
- There was a "discard x cards, +$x" card that was in this set for a bit. I had a +1 buy version, then a now-and-later version. I ended up doing that on Secret Chamber in Intrigue, and dropped the versions that were here.
- The victory card that Island replaced was an Action-Victory with "Trash a card from the supply costing $6 or less / Worth 1 vp per 3 vp cards in the trash." I always thought it seemed cool and interesting, but in practice it wasn't much fun. If you went for it, other people would get in on it. It would do nothing some games, then dominate others, but never in a fun way. No-one was sad to see it go. There could still be a card someday that trashes supply cards, but in practice it's mostly a waste of time, with players sitting there trying to work out which card to trash in cases where it really doesn't matter (and so it's hard to decide).
- The one-shot that Lookout replaced was "trash this and your hand, gain a card costing up to $3." It had started stronger but I had to weaken it. That version just looked horrible but was still strong. It was great to finally get rid of it. There could still be a one-shot Chapel someday, but "trash your hand" is not the way to go. It limits the card to the early game, usually just one copy, and then either you draw it with your other early purchase, ugh, or you don't, yeeha.
- There was a now-and-later attack. It was you draw two, they discard one, this turn and next turn. I had still not quite learned that you can't do "each other player discards a card" - it will eventually get played in multiples and just massacre turns. I ended up replacing this with Ghost Ship.
- There was an attack like "look at the top card of each player's deck (including yours), you may trash it or discard it." This dates back to when I was doing "trash the top card of each other player's deck" stuff. Those kinds of attacks proved to have problems, which I've discussed in previous Secret Histories, and modern variants jump through lots of hoops to avoid them. This card just left automatically when I came to my senses there.
The biggest thing here is, the set has two cards that hand out junk that cost less than . 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 Ambassador or Sea Hag should be a more powerful card for . Ambassador looks more innocent so probably I would change Sea Hag.
Lookout 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. Embargo put itself on a pile; Pirate Ship kept one treasure per attack and counted them; Pirate Ship and Native Village did have mats, but they were card-sized (when that changed I got to add Haven 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 Monument.
Again some people complain about various other cards but I am having none of it.
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.
However, as of February 2022, a Second Edition and Update Pack[1][2] are planned for release in April/May 2022. The Second Edition will contain 9 new cards[1], and is expected to contain errata for cards from the First Edition.[3]