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  • 8/3/2019 Dominion Seaside GameRules

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    All you ask is a tall ship and a star to steer her by. And someone who knows how tosteer 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 friendlyenough, 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. Itscentral 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 anormal 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 doesnot 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 bothof these sets, and any future expansions that may be published.

    We hope you enjoy this expanding world of Dominion!

    Donald X. Vaccar ino

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    Before the first game, remove the three sets of cards from their wrappings and place them in thecard tray. One side of the included inlay suggests a way to organize the cards. The opposite sideallows players to create an organization that fits their needs. Next remove the player mats from theirframes. There are 3 for each player: Island, Pirate Ship, and Native Village. The mats are used in t

    game only when playing with their corresponding Kingdom cards: Island, Pirate Ship, and Native Village. Place player mats not being used in the game back in the box. Place the coins in the Supp when playing with the Pirate Ship cards and the tokens in the Supply when playing with Embargocards. Otherwise, return these components to the box. Neither the tokens or coins are intendedto be limited. Thus, if you run out of those supplied with the game, use some suitable substituteto represent them.

    Seaside includes 26 randomizer cards (one for each Kingdom card in Seaside). You will need th Treasure cards, Victory cards, Curse cards, and Trash card from either Dominion or DominionIntrigue to play with this expansion. As with previous Dominion games, players must choose 10 set

    of Kingdom cards for each game. If players choose the random approach for choosing sets, theyshould shuffle the randomizer cards from this expansion with those of Dominion and/orDominion: Intrigue, depending on what games they want to play with. Of course, players can chooseto play with just Kingdom cards from Seaside and just choose cards from this expansion.

    12 blank cards (11 standard back; 1 randomizer back)

    18 player mats (3 for each player)

    Island Pirate Ship Native Village

    15 Embargo tokons 25 Coins

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    262 Kingdom cards25 Action cards (10 of each)

    Native Village

    Action2I l lu s tr a ti o n: F r a nz Vo hw i nk e l 2009RioGrandeGames

    +2 Actions

    Choose one: Set aside the top card of yourdeck face down on your NativeVillage mat; or put all the cards from

    yourmat into your hand.

    You may look at the cards on your matat any time; return them to your deck

    at the end of the game.

    Embargo

    + 2

    Trash this card. Put an Embargotoken on top of a Supply pile.

    ______________________When a player buys a card, hegains a Curse card per Embargo

    token on that pile.

    Illustration:HaraldLieske 2009 Rio GrandeGames

    2 Action

    Lighthouse

    Action - Duration2Illustration: Marcel-AndrCasasola-Merkle 2009RioGrandeGames

    +1 Action Now and at the start of your next

    turn: + 1 .______________________ While this is in play, when another

    player plays an Attack card, itdoesnt affect you.

    Haven

    Action - Duration2Illustration:Claus Stephan 2009 Rio GrandeGames

    +1 Card

    +1 Action

    Set aside a card from your handface down. At the start of your next turn, put it into your hand.

    Lookout

    +1 Action

    Lookat the top 3 cards of your deck. Trash one of them.

    Discard one of them. Put theother one on top of your deck.

    Action3Illustration: AlejandroGutierrezFranco 2009RioGrandeGames

    Ambassador

    Reveal a card from your hand.Return up to 2 copies of it from

    yourhand to the Supply.Then each other player

    gains a copy of it.

    Action - Attack 3Illustration:AlexanderJung 2009 Rio GrandeGames

    Navigator

    + 2

    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.

    Action4Illustration:MauraKalusky 2009 RioGrande Games

    Cutpurse

    Action - Attack 4Illustration:MartinHoffmann 2009RioGrandeGames

    + 2

    Each other player discardsa Copper card (or revealsahand with no Copper).

    Treasure Map

    Action4I l lu s tr a ti o n: M a tt h ia s C a tr e in 2 0 0 9 R io G r a nd e G a me s

    Trash this and another copy of Treasure Map from your hand.

    If you do trash two TreasureMaps, gain 4 Gold cards,

    putting them on top of your deck.

    Sea Hag

    Each other player discards the top cardof his deck, then gains a Curse card,

    putting it on top of his deck.

    Action - Attack 4Illustration:ChristofTisch 2009 RioGrande Games

    Treasury

    + 1 Card

    + 1Action

    + 1

    ______________________When you discard this from play,if you didnt buy a Victory card

    this turn, you may put this on topof your deck.

    Action5Illustration:Ryan Laukat 2009 RioGrande Games

    +2 Cards

    Each other player with 4 or

    more cards in hand puts cardsfrom his hand on top of hisdeck until he has 3 cards in

    his hand.

    Ghost Ship

    Action - Attack 5Illustration: MatthiasCatrein 2009RioGrandeGames

    Warehouse

    Action3Illustration:Julien Delval 2009 RioGrandeGames

    +3 Cards

    + 1Action

    Discard 3 cards.

    Smugglers

    3Illustration:RC Torres 2009 Rio GrandeGames

    Gain a copy of a card costing up to6 that the player to your

    right gained on his last turn.

    Action

    Salvager

    +1 BuyTrash a card from your hand.

    + equal to it s c os t.

    Action4Illustration:RC Torres 2009 Rio GrandeGames

    Pirate Ship

    Choose one: Each other player reveals the top 2 cards of his deck,

    trashes a revealed Treasure thatyouchoose, discards the rest, andif anyone trashed a Treasure youtake a Coin token; or, + 1 per

    Coin token youve taken withPirate Ships this game.

    Action - Attack 4I l lu s tr a ti o n: F r a nz Vo hw i nk e l 2009 RioGrande Games

    Bazaar

    Action5Illustration:Martin Hoffmann 2009 Rio GrandeGames

    +1 Card

    +2 Actions

    + 1

    Caravan

    +1 Card

    +1 Action

    At the start of your nextturn, +1 Card.

    Action - Duration4Illustration: Marcel-AndrCasasola-Merkle 2009 Rio GrandeGames

    Outpost

    Action - Duration5Illustration:Claus Stephan 2009 Rio GrandeGames

    You only draw 3 cards (instead of 5)in this t urns Clean-up phase.

    Take an extra turn after this one.This cant cause you to take more

    than two consecutive turns.

    Merchant Ship

    5Illustration:Ryan Laukat 2009 RioGrande Games

    Now and at the startofyournext turn: + 2 .

    Action - Duration

    Fishing Village

    Action - Duration3Illustration:Harald Lieske 2009 Rio GrandeGames

    +2 Actions

    + 1

    At the start of your next turn:+1 Action

    + 1

    name

    card ability

    card type(action-duration,orange)

    cost (3 coins)

    Island

    Action - Victory 4I l lu s tr a ti o n: F r a nz Vo hw i nk e l 2009 Rio GrandeGames

    Set aside this and another cardfromyour hand. Return them to

    yourdeck at the end of the game.______________________

    2

    name

    card ability

    card type(action-victory, white-green)

    cost (4 coins)

    1 Action-Victory card (12)

    Pearl Diver

    +1 Card

    +1 Action

    Look at the bottom card of your deck. You may put it on top.

    Action2Illustration:MauraKalusky 2009 RioGrande Games

    One new card type:action-duration

    Explorer

    You may reveal a Province cardfrom your hand. If you do, gain a

    Gold card, putting it into your hand. Otherwise, gain a Silver card, putting it into your hand.

    Action5Illustration:Dennis Lohausen 2009 Rio GrandeGames

    Wharf

    Action - Duration5Illustration:Simon Samuelsson 2009 Rio GrandeGames

    Now and at the startof your next turn:

    + 2 Cards+1 Buy

    Tactician

    5Illustration:Martin Hoffmann 2009 Rio GrandeGames

    Discard your hand.Ifyou discarded any cards this way,

    then at the start of your nextturn, + 5 Cards, + 1 Buy, and+1 Action.

    Action - Duration

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    Additional terms used on the Seaside Action cards:Look at -- When a card tells a player to look at another card or

    cards, the player does not show them to other players.

    In play -- Action cards and Treasure cards played face-up in aplayers play area are in play until they are moved somewhereelseusually until they are discarded during a Clean-up phase.Only played cards are in play; set aside cards, trashed cards,cards in the supply, and cards in hands, decks, and discard pilesare not in play. Reaction abilities like Moat's do not put thosecards into play.

    This expansion introduces Duration cards. These cards are orange,and say "Duration" on the bottom line, i.e. "Action Duration." ADuration card does something after your turn. Leave the card infront 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 aregetting the effect of Merchant Ship twice on that next turn.

    If multiple cards resolve at the same time on your turn (forexample, Duration cards that do something at the start of yournext turn), you choose what order to resolve them. A card that affects multiple players during your turn still resolves in playerorder, affecting you first if it affects all players and thenproceeding clockwise.

    In order to keep track of which Duration cards are discardedduring the current Clean-up phase and which Duration cardsremain in play, place Duration cards in a separate row above theother Actions and Treasures played. When a Duration card has itslast effect, move it to the row of cards that will be played anddiscarded during the current turn.

    Look at - only you look at the card

    In play cards are those youhave played - not those set aside, trashed, ordiscarded. Nor are theycards in your hand, deck,supply or discard piles.

    Duration cards are orangeand have effects that continue past the end of the turn in which they were played.

    Cards played with

    Duration cards remain with them.

    You choose the order toresolve cards that resolve at the same time.

    Place Duration cards still ineffect in a different row in your play area.

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    As always, do not reshuffle your discard pile until youneed to. Do as much as youcan before shuffling.

    Players may look at face-upset-aside cards and count face-down set-aside cards.

    When given a choice of actions, you may chooseone you cannot do, but

    must always do all you can with an action chosen.

    Victory cards that are alsoanother type are scored as Victory points at the end of the game.

    At any point in the game, if a player has to do anything regarding his Deck (draw, reveal, set aside, look at, or trash cards), and heneeds more cards than are remaining in his Deck, he must do asmany as he can and then shuffle his face-up Discard pile to forma new face-down Deck. Then, he does the things with theremaining number of cards from his newly shuffled Deck. If aplayers Deck is empty, he does not shuffle his Discard pile untilhe needs to do something with cards from his Deck and cannot.

    Players may look at face-up set-aside cards of any player. Playersmay 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, evenif 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 beplayed 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 beused to set aside an Island.

    Bazaar

    Action5Illustration: Martin Hoffmann 2009 Rio GrandeGames

    +1 Card+2Actions

    + 1

    Wharf

    Action -Duration5Illustration:Simon Samuelsson 2009 Rio GrandeGames

    Nowandatthe startofyournextturn:

    +2 Cards+1 Buy

    Bazaar

    Action5Illustration:MartinHoffmann 2009 Rio GrandeGames

    +1Card

    +2Actions+ 1

    MerchantShip

    5Illustration:Ryan Laukat 2009 Rio GrandeGames

    Now andatthestartofyournextturn: + 2 .

    Action - Duration

    draw 1 card

    Wharf

    Action -Duration5Illustration:SimonSamuelsson 2009RioGrandeGames

    Nowandatthestartofyournextturn:

    +2 Cards+1 Buy

    Bazaar

    Action5Illustration:MartinHoffmann 2009 Rio GrandeGames

    +1Card

    +2Actions

    + 1

    MerchantShip

    5Illustration:Ryan Laukat 2009RioGrandeGames

    Now andatthestartofyournextturn: + 2 .

    Action -Duration

    Wharf

    Action -Duration5Illustration:Simon Samuelsson 2009 Rio GrandeGames

    Nowandatt hestartofyournextturn:

    +2 Cards+1 Buy

    MerchantShip

    5Illustration:Ryan Laukat 2009 Rio GrandeGames

    Now and atthestart

    o fyo u rnex t t u rn :+ 2 .

    Action -Duration

    draw 2 cards

    DURATION CARDS EXAMPLE You play a Bazaar in your play area and draw a card: you get a Merchant Ship, adding it to yourhand before playing the two additional actions allowed by the Bazaar.

    Next, you play a Wharf in your play area, starting an upper row of cards above the Bazaar, anddraw two more cards. As your last action you play a Merchant Ship, placing it next to the Wharf in the upper row above the Bazaar and noting that is will give you 2 extra coins to spendduring your Buy phase.

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    During your Buy phase, you Buy 2 Duchies (10 coins) and put your Treasures in the play area inthe lower row next to your Bazaar. You have + 1 Coin from the Bazaar in the lower row, and + Buy from the Wharf, and + 2 Coins from the Merchant Ship in the upper row of cards.

    During your Clean-up phase, you discard the cards in your hand and the Bazaar and the Treasuresin the lower row of cards. You leave the Wharf and the Merchant ship in the upper row.

    At the beginning of your next turn, you draw 2 cards and move the Wharf down to the lower row where you will play cards this turn.

    You then move the Merchant Ship down to the lower row as well, noting you will have 2 extracoins to spend during your Buy phase.

    Next you play a Fishing Village to the upper row and with no more Actions to play, you use you

    8 coins (Silver, Gold, Merchant Ship (2), and Fishing Village (1) to Buy a Province and then fini your turn with the Clean-up phase.

    As you continue to play cards, you will place Duration cards, when they are first played, in theupper row and non-Duration cards in the lower row. During your Clean-up phase, you will onlydiscard cards in the lower row. You move cards in the upper row to the lower row when they havetheir last effect (for example, when they provide something at the beginning of the turn after they were played).

    Bazaar

    Action5Illustration:MartinHoffmann 2009 Rio GrandeGames

    +1Card

    +2Actions

    + 1

    Wharf

    Action -Duration5Illustration:Simon Samuelsson 2009 Rio GrandeGames

    Nowandatthe startofyournextturn:

    +2 Cards+1 Buy

    Merchant Ship

    5Illustration:Ryan Laukat 2009 Rio GrandeGames

    Now and atthestart

    o f you rnex t t u rn :+ 2 .

    Action - Duration

    FishingVillage

    Action -Duration3Illustration:Harald Lieske 2009 Rio GrandeGames

    +2Actions+ 1

    Atthestart ofyournextturn:+1Action

    + 1

    Wharf

    Action -Duration5Illustration:Simon Samuelsson 2009 Rio GrandeGames

    Nowandatthestartofyournextturn:

    +2 Cards+1 Buy

    MerchantShip

    5Illustration:Ryan Laukat 2009 Rio GrandeGames

    Now and atthestart

    o fyo u rnex t t u rn :+ 2 .

    Action -Duration

    Wharf

    Action -Duration5Illustration:Simon Samuelsson 2009 Rio GrandeGames

    Nowandatthe startofyournextturn:

    +2 Cards+1 Buy

    draw 2 cards

    Bazaar

    Action5Illustration:MartinHoffmann 2009 Rio GrandeGames

    +1 Card

    +2Actions

    + 1

    Wharf

    Action -Duration5Illustration:Simon Samuelsson 2009 Rio GrandeGames

    Nowandatthe startofyournextturn:

    +2 Cards+1 Buy

    MerchantShip

    5Illustration:Ryan Laukat 2009 Rio GrandeGames

    Now and atthestart

    o fyou rnex t t u rn: + 2 .

    Action -Duration

    Discard pile

    Bazaar

    Action5Illustration:Martin Hoffmann 2009 Rio GrandeGames

    +1Card

    +2Actions+ 1

    FishingVillage

    Action -Duration3Illustration:Harald Lieske 2009 Rio GrandeGames

    +2Actions

    + 1

    Atthestart ofyournextturn:+1Action

    + 1

    MerchantShip

    5Illustration:RyanLaukat 2009 Rio GrandeGames

    Now and atthestartofyournextturn: + 2 .

    Action -Duration

    Wharf

    Action -Duration5Illustration:Simon Samuelsson 2009 Rio GrandeGames

    Nowandatthe startofyournextturn:

    +2 Cards+1 Buy

    Merchant Ship

    5Illustration:Ryan Laukat 2009 Rio GrandeGames

    Now and atthestart

    o fyou rnex t t u rn :+ 2 .

    Action -Duration

    FishingVillage

    Action -Duration3Illustration:HaraldLieske 2009RioGrandeGames

    +2Actions

    + 1

    Atthestartofyournextturn:+1Action

    + 1

    Wharf

    Action -Duration5Illustration:Simon Samuelsson 2009 Rio GrandeGames

    Nowandatthe startofyournextturn:

    +2 Cards+1 Buy

    MerchantShip

    5Illustration:Ryan Laukat 2009 Rio GrandeGames

    Nowand a t t he s t a r t

    o fyou rnex t t u rn :+ 2 .

    Action -Duration

    FishingVillage

    Action -Duration3Illustration:Harald Lieske 2009 Rio GrandeGames

    +2Actions+ 1

    Atthestart ofyournextturn:+1Action

    + 1

    Bazaar

    Action5Illustration:Martin Hoffmann 2009 Rio GrandeGames

    +1Card

    +2Actions

    + 1

    Bazaar

    Action5Illustration:Martin Hoffmann 2009 Rio GrandeGames

    +1Card

    +2Actions

    + 1

    Bazaar

    Action5Illustration:Martin Hoffmann 2009 Rio GrandeGames

    +1Card

    +2Actions+ 1

    Bazaar

    Action5Illustration:Martin Hoffmann 2009 Rio GrandeGames

    +1Card

    +2Actions

    + 1

    Bazaar

    Action5Illustration:Martin Hoffmann 2009 Rio GrandeGames

    +1Card

    +2Actions

    + 1

    Bazaar

    Action5Illustration:Martin Hoffmann 2009 Rio GrandeGames

    +1Card

    +2Actions+ 1

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    Ambassador - First you choose and reveal a card from your hand. You may place up to 2 copies of that card from your hand backin the Supply. You may choose not to put any of them back inthe Supply. Then the other players each gain a copy of it fromthe Supply. If the pile for the chosen card runs out, some players

    may not get one; cards are given out in turn order starting withthe next player. If you have no other cards in hand when youplay this, it does nothing.

    Bazaar- You draw a card, get 2 more Actions to use, and get 1more coin to spend this turn.

    Caravan Draw a card at the start of your next turn (not before); Caravan itself is discarded during the Clean-up phase of that subsequent turn.

    Cutpurse Other players must discard one and only one Copper.If they do not have a Copper, they must reveal their hand for allplayers to see.

    Embargo - You can pick any pile in the supply. If multipleEmbargo cards are used to put Embargo tokens on the same pile,a player gains a Curse card for every Embargo token when theybuy a card from that pile. You do not gain a Curse card if yougain a card from an Embargoed pile without buying it (for

    example, if you gain a card with Smugglers). If you Throne Rooman Embargo, you place two Embargo tokens and they do not have to go on the same Supply pile. If you run out of Embargotokens, use a suitable replacement to mark Embargoed piles. If there are no Curses left, Embargo tokens do nothing.

    Explorer - You don't have to reveal a Province if you have one. If you do reveal one you gain a Gold, otherwise you gain a Silver. The gained card comes from the supply and is put into yourhand; it can be spent the same turn.

    Fishing Village - You get a coin to spend and 2 more Actions touse this turn. At the start of your next turn you get a coin andonly one more Action. This means you will be able to play 2 Actions total on your next turn (counting your normal Action).Leave this in front of you until the Clean-up phase of your next turn.

    Ghost Ship - The other players choose which cards they put ontheir decks and in what order. This has no effect on another

    player who already has only 3 cards in hand. A player with nocards left in their deck does not shuffle; the cards put backbecome the only cards in their deck.

    Ambassador

    Reveal acardfromyourhand.Returnup to2 copies ofitfrom

    yourhand to the Supply.Then eachother player

    gains acopy ofit.

    Action - Attack 3Illustration:AlexanderJung 2009Rio GrandeGames

    Bazaar

    Action5Illustration:MartinHoffmann 2009 Rio GrandeGames

    +1 Card

    +2 Actions

    + 1Caravan

    +1 Card

    +1 Action

    Atthestartofyournextturn,+1Card.

    Action - Duration4Illustration: Marcel-AndrCasasola-Merkle 2009Rio GrandeGames

    Cutpurse

    Action - Attack 4Illustration:MartinHoffmann 2009 Rio GrandeGames

    + 2

    EachotherplayerdiscardsaCoppercard(or revealsahandwith noCopper).

    Embargo

    + 2

    Trashthiscard.Putan Embargotokenontop ofa Supplypile.______________________Whenaplayerbuysa card,he

    gainsaCursecard perEmbargotokenonthatpile.

    Illustration:Harald Lieske 2009Rio GrandeGames

    2 Action

    Explorer

    Youmayreveala Provincecardfromyourhand.Ifyoudo,gaina

    Goldcard,puttingitintoyour hand.Otherwise,gain aSilver card,puttingitintoyourhand.

    Action5Illustration:Dennis Lohausen 2009 RioGrandeGames

    Fishing Village

    Action - Duration3Illustration:Harald Lieske 2009Rio GrandeGames

    +2 Actions

    + 1

    Atthestartofyournextturn:+1 Action

    + 1

    +2 Cards

    Eachotherplayerwith4 or morecardsinhand putscardsfromhishandontopofhisdeckuntilhehas 3cardsin

    hishand.

    Ghost Ship

    Action - Attack 5Illustration: Matthias Catrein 2009 RioGrandeGames

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    Haven - First draw a card; then choose a card from your handand set it aside, face down. Put the set aside card on the Haven,to remind you what it's for. Other players don't get to see what you put down. You have to set aside a card; it's not optional.Haven and the card stay there until the start of your next turn,at which point you put the set aside card into your hand. Havenitself is discarded during the Clean-up phase of that subsequent turn.

    Island When you first take this card, take an Island player mat.Island is both an Action card and a Victory card. In a 3- or 4-player game, use 12 Islands. Use 8 Islands in a 2-player game.Island and the card set aside with it are set aside face up on theIsland player mat provided. They should not be shuffled backinto your deck when you shuffle your discard pile. They arereturned to your deck at the end of the game in order tocalculate total victory points. Island is worth 2 . If youhave no other cards in hand when you play Island, just set Islandaside by itself. If you Throne Room an Island, set aside the Islandand a card from your hand, then set aside another card from your hand. You may look through the cards on your Islandplaying mat (they are face up) and other players may ask to see what you have there as well.

    Lighthouse - You get an action and a coin this turn, but only acoin next turn. Attack cards played by other players dont affect you, even if you want them to. You could reveal Secret Chamberin order to draw 2 cards and put 2 cards from your hand backon top of your deck when an Attack card is played, and you willstill not suffer from the Attack card. You do still gain thebenefits (like + Cards) of Attack cards you play on your turn.Lighthouse is discarded during the Clean-up phase of your next turn.

    Lookout If you do not have 3 cards to look at from the top of your deck, look at as many as you can and then shuffle your

    discard pile to look at the remaining cards. You should look at all 3 cards before deciding which card to trash, which card todiscard, and which card to put back on top of your deck. If the3 cards you look at are the last 3 cards in your deck, the card youput back on top of your deck will be the only card left in yourdeck. If you have less than 3 cards to look at, even aftershuffling, then you must follow the instructions on the card inorder. If you only have one card to look at, you must trash it. If you have 2 cards to look at, you must trash one and discard one.

    Merchant Ship - You get 2 coins to spend this turn, and 2 moreon your next turn. Leave this in front of you until the Clean-upphase of your next turn.

    Haven

    Action - Duration2Illustration:Claus Stephan 2009 Rio GrandeGames

    +1 Card

    +1 Action

    Set aside a card from your handface down. At the start of your next turn, put it into your hand.

    Island

    Action - Victory 4I l lu s tr a ti on : F ra nz Voh w in k el 2009 RioGrandeGames

    Setaside this and anothercardfromyourhand. Returnthemto

    yourdeck attheend ofthe game.______________________

    2

    Lighthouse

    Action - Duration2Illustration: Marcel-AndrCasasola-Merkle 2009Rio GrandeGames

    +1 Action Now and atthestartofyournext

    turn: + 1 .______________________ While this is in play, whenanother

    playerplays an Attack card, itdoesntaffect you.

    Lookout

    +1 Action

    Look atthe top 3cards ofyour deck. Trash oneof them.

    Discard oneof them. Puttheotheroneon top ofyourdeck.

    Action3Illustration: Alejandro GutierrezFra nco 2009 Rio GrandeGames

    Merchant Ship

    5Illustration:Ryan Laukat 2009Rio GrandeGames

    Now and atthe startofyournextturn: + 2 .

    Action - Duration

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    Native Village - When you first gain one of these, take a Native Village player mat to put cards from this on. When you playNative Village, either take all of the set aside cards from yourNative Village player mat and put them into your hand, or set aside the top card of your deck face down (shuffling first if needed) on the Native Village player mat. You may choose eitheroption even if you have no cards on your mat or no cards in your deck. You may look at the cards on your Native Villageplayer mat at any time. At the end of the game, any cards still on your mat return to your deck for scoring. Native Village itself does not get set aside; it goes to your discard pile during theClean-up phase.

    Navigator - You discard all 5 cards or none of them. If you don't discard them, put them back in any order. If there aren't 5 cardsleft in your deck, look at as many as you can, then shuffle yourdiscard pile (not including the cards you are currently looking at),and look at the rest. If there still aren't 5, you just look at however many are left, and put them back or discard them.

    Outpost - The extra turn is completely normal except that yourstarting hand for it is only 3 cards. This means that you onlydrew 3 cards instead of 5 cards during the Clean-up phase of theturn when you played Outpost. Leave Outpost in front of youuntil the end of the extra turn. If you play Outpost as well as a"Now and at the start of your next turn" card, such as Merchant Ship, the turn from Outpost will be that next turn, so you'll get those coins then. If you manage to play Outpost twice in oneturn, you will still only get one extra turn. If you play Outpost during an extra turn, it won't give you another turn.

    Pearl Diver Draw a card before you look at the bottom card of your deck. If placing the card on top of your deck, be sure not to look at the next card on the bottom of your deck whilemoving the card. If you have no cards left when it's time to lookat the bottom, you shuffle first.

    Pirate Ship When you first take this card, take a Pirate Shipplayer mat. If you use the Pirate Ship to trash treasures, a player with just one card left reveals that last card and then shuffles toget the other card to reveal (without including the revealedcard); a player with no cards left shuffles to get both of them. Aplayer who still doesn't have two cards to reveal after shuffling just reveals what he can. Each player trashes one Treasure card at most, of the attacker's choice from the two revealed cards. Aslong as you trashed at least one Treasure card in this way, place a

    Coin token on your Pirate Ship player mat. You can't get morethan one Coin token each time you play Pirate Ship, no matterhow many treasures it trashes. If you choose not to try to trash

    Native Village

    Action2I l lu s tr a ti o n: F r an z Vo h wi nk e l 2009Rio GrandeGames

    +2 Actions

    Chooseone:Set asidethetopcard of yourdeck facedown on yourNativeVillagemat; orput allthe cardsfrom

    yourmatintoyourhand.

    You may look atthecards onyourmatatanytime;returnthemto yourdeck

    attheend ofthegame.

    Navigator

    + 2

    Look at thetop 5cards ofyour deck. Eitherdiscard allof them,orputthem backon topofyour

    deck inany order.

    Action4Illustration:MauraKalusky 2009 RioGrandeGames

    Outpost

    Action - Duration5Illustration:Claus Stephan 2009Rio GrandeGames

    You onlydraw 3 cards (insteadof 5)in this turns Clean-up phase.

    Take an extraturn afterthis one.This cantcauseyou to takemore

    thantwo consecutiveturns.

    Pearl Diver

    +1Card

    +1 Action

    Look at thebottomcard ofyour deck. You may putit on top.

    Action2Illustration:MauraKalusky 2009 Rio GrandeGames

    Pirate Ship

    Chooseone: Each otherplayer reveals thetop 2 cards ofhis deck,

    trashes arevealed Treasurethatyouchoose, discards the rest, andifanyone trashed aTreasure youtakea Coin token;or, + 1 per

    Coin token youve taken withPirate Ships thisgame.

    Action - Attack 4Illustration:FranzVohwinkel 2009Rio GrandeGames

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    4

    treasures from the other players, the Pirate Ship is worth onecoin for each Coin token on your Pirate Ship player mat. TheCoin tokens are cumulative, so after you have used your PirateShips to trash coins 3 times (and you trash at least one Treasurecard each time), any Pirate Ship you play could be worth 3 coins.Pirate Ship is an Action-Attack and players can reveal Secret Chamber even if you choose to use Pirate Ship for the coin value.

    Salvager If you have at least one card in your hand, then youmust trash one. If you don't have a card in hand left to trash, you get no coins, but still get the +1 Buy.

    Sea Hag - A player with no cards left in his deck shuffles first inorder to get a card to discard. If he still has no cards, he doesn't discard one. A player discarding his last card to this has thegained Curse become the only card in his deck. If there aren't enough Curses left to go around, deal them out in turn order,starting with the player to the left of the player who played SeaHag.

    Smugglers - This looks at the most recent turn of the player to your right, even if you've taken multiple turns in a row. If that player gained no cards, or nothing costing 6 or less, thenSmugglers does nothing. If that player gained multiple cardscosting 6 or less, you choose which one to gain a copy of. Gainedcards must come from the supply. They can be any card gained, whether bought or otherwise gained; you can even gain a cardthat the previous player gained with Smugglers. If the previousplayer gained a card via Black Market, you will not be able togain a copy of it, as there are no copies of it in the supply. This isnot an Attack; Lighthouse and Moat can't stop it.

    Tactician You wait until the start of your next turn to draw the5 extra cards; you dont draw them at the end of the turn youplayed Tactician. Tactician stays out in front of you until theClean-up phase of your next turn. Because you must discard at least one card in order to gain the bonuses from Tactician, it isnot possible to Throne Room a Tactician to get + 10 cards, +2Buys, and + 2 Actions. You will have to discard all of your cards with the first Tactician and you will not have cards left in yourhand to trigger the card drawing or the extra Buy or the extra Action when you play Tactician for the second time.

    Treasure Map - You can play this without another Treasure Mapin your hand; if you do, you trash this and gain nothing. Youhave to actually trash two copies of Treasure Map to gain theGolds; so for example if you Throne Room a Treasure Map, withtwo more Treasure Maps in hand, then the first time TreasureMap resolves you trash it and another one and gain 4 Golds, and

    Sea Hag

    Eachotherplayerdiscardsthetopcardofhisdeck,then gainsaCursecard,

    puttingitontop ofhisdeck.

    Action - Attack 4Illustration:ChristofTisch 2009 Rio GrandeGames

    Salvager

    +1BuyTrash acard fromyour hand.

    + e qu al t o i ts co st .

    Action4Illustration:RC Torres 2009Rio GrandeGames

    Smugglers

    3Illustration:RC Torres 2009Rio GrandeGames

    Gain acopy ofa card costing up to6 that theplayertoyour

    rightgained on his lastturn.

    Action

    Tactician

    5Illustration:Martin Hoffmann 2009 Rio GrandeGames

    Discard yourhand.Ifyou discarded any cards this way,

    then atthestartofyournextturn, +5 Cards, +1 Buy, and

    +1 Action.

    Action - Duration

    Treasure Map

    Action4Illustration:Matthias Catrein 2009Rio GrandeGames

    Trashthisandanothercopy of TreasureMapfrom yourhand.Ifyoudo trashtwoTreasure

    Maps,gain4 Goldcards, puttingthemontopofyour

    deck.

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    5

    the second time it resolves you trash your other Treasure Mapbut gain nothing (since you didn't actually trash the played Treasure Map that time). If there aren't enough Gold cards left, just gain what you can. The gained Golds go on top of yourDeck. If your deck was empty they become the only cards in it.

    Treasury If you buy multiple cards and at least one of them is a Victory card, then none of your Treasuries can be put on top of your deck. If you played multiple Treasuries and did not buy a Victory card this turn, then you can put any or all of the played Treasuries on top of your deck. If you forget and discard a Treasury to your discard pile, then essentially you have chosennot to use the optional ability. You may not dig through yourdiscard pile to retrieve it later. Gaining a Victory card without buying it, such as with Smugglers, does not stop you fromputting Treasury on top of your deck.

    Warehouse If you do not have 3 cards to draw in you deck,draw as many as you can, shuffle your discard pile, and draw theremaining cards. If you are still not able to draw 3 cards, drawas many as you can. You will still need to discard 3 cards if youcan, even if you couldnt draw 3. You may discard anycombination of cards that you just drew with the Warehouse orcards that were previously in your hand.

    Wharf - You draw 2 cards and get an extra Buy this turn, andthen draw 2 more cards and get another extra Buy at the start of your next turn. You don't draw your extra 2 cards for next turnuntil that turn actually starts. Leave this in front of you until theClean-up phase of your next turn.

    Treasury

    +1 Card

    +1 Action

    + 1______________________

    Whenyoudiscardthisfromplay,ifyoudidntbuy aVictorycard

    thisturn,youmay putthisontopofyourdeck.

    Action5Illustration:Ryan Laukat 2009Rio GrandeGames

    Warehouse

    Action3Illustration:Julien Delval 2009 Rio GrandeGames

    +3 Cards

    +1 Action

    Discard3cards.

    Wharf

    Action - Duration5Illustration:Simon Samuelsson 2009Rio GrandeGames

    Nowandatthestartofyournext turn:

    +2 Cards+1 Buy

    You can play Dominion with any set of 10 Kingdom cards, but these sets are intended to highlight someinteresting card interactions and game strategies.

    Seaside only:

    High Seas: Bazaar, Caravan, Embargo, Explorer, Haven, Island, Lookout, Pirate Ship, Smugglers, Wharf

    Buried Treasure: Ambassador, Cutpurse, Fishing Village, Lighthouse, Outpost, Pearl Diver, Tactician, TreasureMap, Warehouse, Wharf

    Shipwrecks: Ghost Ship, Merchant Ship, Native Village, Navigator, Pearl Diver, Salvager, Sea Hag, Smugglers, Treasury, Warehouse

    Seaside and Dominion:

    Reach for Tomorrow: Adventurer, Cellar, Council Room, Cutpurse, Ghost Ship, Lookout, Sea Hag, Spy, Treasure Map, Village

    Repetition: Caravan, Chancellor, Explorer, Festival, Militia, Outpost, Pearl Diver, Pirate Ship, Treasury, Workshop

    Give and Take: Ambassador, Fishing Village, Haven, Island, Library, Market, Moneylender, Salvager, Smuggler Witch

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    please visit our website:

    www.riograndegames.com

    6

    Tracy looks at her hand of 5 cards. She has Bazaar, Navigator,Merchant Ship, a Silver, and a Gold in her hand. During her Action phase, she plays the Bazaar to her play area andimmediately draws another card. She draws a Gold and puts that card into her hand. Bazaar also adds two additional available

    Actions to her Action phase, but she will not play any more Actions until she finishes resolving Bazaar. Tracy will have onemore coin to spend this turn from Bazaar.

    With Bazaar resolved, Tracy uses one of the additional actionsfrom Bazaar to play Navigator, adding 2 more coins that she canspend this turn. Then she needs to look at 5 cards from the topof her Deck. She only has 2 cards left in her Deck, so she looks at both of these. Then, she must shuffle her face-up Discard pileand form a new face-down Deck in order to look at 3 more

    cards. Tracy is looking at 2 Estates, a Province and 2 Coppercards. She chooses to discard the 5 cards. With the Navigatorresolved, Tracy can play another Action (provided by the Bazaar).

    Tracy plays a Merchant Ship. Because the Merchant Ship will not be discarded this turn, she plays the card in a row above theBazaar and the Navigator. The Merchant Ship adds 2 more coinsthat she can spend, bringing her to 5 coins provided by her Action cards. Tracy is now out of Actions.

    For her Buy phase, she plays the 1 Silver card and the 2 Goldcards to her play area. Combined with the additional 5 coinsfrom Bazaar, Navigator, and Merchant Ship, Tracy has 13 coins tospend. Too bad she only has 1 Buy! Tracy buys a Province for 8coins and places it face-up on her Discard pile. With only oneBuy, she cannot spend her 5 remaining coins.

    Finally, during the Clean-up phase, Tracy discards Bazaar,Navigator, and the Treasure cards that were in her play area. TheMerchant Ship remains at the top of her play area until her next turn (it will be discarded in her next Clean-up phase). Tracy thendraws 5 cards from her Deck into her hand to end her turn.Illustration: Matthias CatreinDevelopers: Dale Yu & Valerie PutmanOur thanks to our playtesters: Ted Alspach, Kelly Bailey, Bill Barksdale, Dan Brees, Josephine Burns, Max Crowe,Ray Dennis, David Fair, Richard Garfield, Lucas Hedgren, Nathan Heiss, BryonKizer, Michael M. Landers, W. Eric Martin, Destry Miller, Miikka Notkola, AnthonyRubbo, Molly Sherwin, Sir Shufflesalot, P. Colin Street, John Vogel, Chris West, the6am Gamers, the Cincygamers, and the Columbus Area Boardgaming Society.

    Bazaar

    Action5Illustration:MartinHoffmann 2009 Rio GrandeGames

    +1 Card+2Actions

    + 1

    MerchantShip

    5Illustration:Ryan Laukat 2009Rio GrandeGames

    Now and atthestartofyournextturn: + 2 .

    Action -Duration

    Navigator

    + 2

    Look atthetop 5 cards ofyour deck. Eitherdiscard allofthem,orputthem back on top ofyour

    deck in any order.

    Action4Illustration:MauraKalusky 2009 Rio GrandeGames

    Merchant Ship

    5Illustration:Ryan Laukat 2009Rio GrandeGames

    Now and atthe startofyournextturn: + 2 .

    Action -Duration

    Navigator

    + 2

    Look atthetop 5 cards ofyour deck.Either discard allofth em,orput them back on top ofyour

    deck in any order.

    Action4Illustration:MauraKalusky 2009 Rio GrandeGames

    Bazaar

    Action5Illustration:Martin Hoffmann 2009 Rio GrandeGames

    +1 Card+2Actions

    + 1

    Bazaar

    Action5Illustration:MartinHoffmann 2009Rio GrandeGame s

    +1 Card+2Actions

    + 1

    Navigator

    + 2

    Look atthetop 5 cards ofyour deck. Eitherdiscard allofthem,orputthemback on top ofyour

    deck in any order.

    Action4Illustration:MauraKalusky 2009Rio GrandeGames

    MerchantShip

    5Illustration:Ryan Laukat 2009Rio GrandeGames

    Now and atthe start

    o fyo u rnex t t u rn :+ 2 .

    Action - Duration

    Bazaar

    Action5Illustration:Martin Hoffmann 2009Rio GrandeGames

    +1 Card+2Actions

    + 1

    Navigator

    + 2

    Look atthetop 5 cards ofyour deck. Eitherdiscard allofthem,orputthem back on top ofyour

    deck in any order.

    Action4Illustration:MauraKalusky 2009Rio GrandeGames

    MerchantShip

    5Illustration:Ryan Laukat 2009 Rio GrandeGames

    Now and atthestartofyournextturn: + 2 .

    Action -Duration

    Bazaar

    Action5Illustration:MartinHoffmann 2009Rio GrandeGames

    +1 Card+2Actions

    + 1

    Navigator

    + 2

    Look atthetop 5 cards ofyour deck. Eitherdiscard allofthem,orputthem back on top ofyour

    deck in any order.

    Action4Illustration:MauraKalusky 2009 Rio GrandeGames

    MerchantShip

    5Illustration:Ryan Laukat 2009Rio GrandeGames

    Nowand at thestartofyournextturn: + 2 .

    Action -Duration

    Merchant Ship

    5Illustration:Ryan Laukat 2009Rio GrandeGames

    Now and atthestartofyournextturn: + 2 .

    Action - Duration

    remains inplay area

    all others indiscard pile; shown spread for clarity

    Bazaar

    Action5Illustrati on:Martin Hoffmann 2009Rio GrandeGames

    +1 Card+2Actions

    + 1

    Navigator

    + 2

    Look atthetop 5 cards ofyour deck. Eitherdiscard allofthem,orputthem back on top ofyour

    deck in any order.

    Action4Illustration:MauraKalusky 2009Rio GrandeGames