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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 Dominion. It adds 26 new Kingdom cards to Dominion. Its 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. Dominion: Seaside is an expansion to both Dominion and Dominion: Intrigue. As such, it does not contain material for a complete game. Specifically, it does not include the Treasure, Victory, Curse, or Trash cards. Thus, you will need either the base game or Intrigue to play with this expansion and have experience playing Dominion with either of the first two games. It is designed to work with either or both of these sets, and any future expansions that may be published.
|By||JoshPayne||From||Warwickshire in United Kingdom|
|Overall, 'Seaside' is an enjoyable expansion to Dominion. It's one of the stronger add-ons. There's a good mixture of careful, deliberate planning and handling unpredictability in the play and deck building. The theme - involving ships, islands and pirates - is very nice and well done in a cosmetic sense but it doesn't directly affect the game. Seaside introduces the 'Native Village' mat and tokens for the 'Embargo' and 'Pirate Ship' cards. The Seaside expansion is the first introduction of the orange duration cards: events which stay out in front of players and have an impact on the next turn. This is an innovative and welcome idea. The expansion doesn't, however, address the basic, insoluble faults of play imbalance in the Dominion system. Perhaps the best example is the 'Wharf' duration (orange) card, which gives +2 cards and +1 buy both in the current turn and the next. It's too powerful a card and its cost doesn't reflect its strength. 'Treasury' is another overpowered card. I didn't enjoy some of the suggested sets of 10 (i.e., the scenarios) from the booklet, which became frustrating and irritating to play for this reason. I really like the underlying concept in Dominion but the weaknesses take away from the potential enjoyability of constructing decks; there's often no incentive to buy some of the weak(er) cards in the scenarios. Surely the premise of expansions for deck-building games should be that any card can be a worthwhile buy, in the right context? We tried sets of 10 with Seaside cards only, though, so it may be advisible to play the sets mixing Seaside with cards from the Base (Starter) game.|
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Rio Grande Games
Donald X Vaccarino
Spirit Games (Est. 1984, Lefglow Ltd) - Supplying role playing games (RPG), wargames rules, miniatures and scenery, new and traditional board and card games for the last 35 years
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