For details regarding genre, number of players, and objective see Dominion Review.

The latest expansion to Dominion, Seaside does break from the pattern of the previous two box sets.  While Seaside can be a stand alone game, just like Intrigue, it does not actually have the Treasure cards or the Victory cards needed for game play.  This means that you will have to use one of the other sets in order to play Seaside; either by itself or combined with another set.  I am not sure why the company decided to do this, although my suspicions are either: to keep production costs down (which doesn’t actually make sense as the game costs as much as the other sets) or to simply make more money because you need to buy two sets in order to play one.  This is the only problem I really see with the game, and that is just a marketing/production issue and not an actual mechanical problem.  So the game!

Before I get into exactly what Seaside adds, I need to go over an element I did not previously cover in either Intrigue or the base set.  I had mentioned that there are Action cards; what I neglected to mention the first time around is that there are two sub-types of Action cards: Reactions and Attacks.  Attack cards usually have a detrimental effect that takes place, but only works on other players.  Reactions are cards that, well, react to the actions of others.  In Dominion, the Moat is the basic Reaction wherein it prevents the effects of Attack cards.  With Intrigue, there are new Reactions and new Attacks; some of the Attacks have options (like many of the cards in the set) that are not necessarily “attacks.”
I mention this because in Seaside, we are introduced to a new type of Action subtype: Duration cards.  These are cards that affect your current and your next turn.  Also, Duration cards don’t actually go into your discard pile until your next turn; this is a very subtle aspect, but it is noteworthy in my opinion.  Duration cards allow for more long term benefits and strategies.

The other new change to the game is the introduction of realia (teacher-speak for props).  In this case, tokens and cut-outs to keep track of cumulative effects in the game.  From a production stand-point, these are of good quality; and maybe even useful in other games when needed.

So, as an expansion, Seaside adds the ability to not just plan ahead but to act ahead.  Your long term strategies do not have to be just in passive deck design and good shuffling.  Instead, you can actually manipulate your turns ahead of time; laying the foundation for a productive next turn.  When you get the right cards, not only do you make a good combination within a turn, but you can established a great combination of turns!

Next-time: Monsterpocalypse 

P.S.  I am still looking for suggestions/recommendations to future reviews.

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