Dominion: Seaside Expansion
Thanks for the large collection of card types, last year's fantastic 'card game in a box' Dominion [Amazon, Funagain] can be played countless times without ever running into the same game twice. Then Dominion Intrigue [Amazon, Funagain] hit the shelves and added 25 new card types. Seeing as you only play with 10 randomly selected card types in any given match, the chances you'd play a game with the same collection of cards is nearring same probability that Burt Reynolds will make appearance as a nun in a fat suit in Martin Scorsese's premier rock opera.
So when we heard that the Dominion: Seaside Expansion [Amazon, Funagain] just washed up on shores (Dominion Intrigue launched only 3 months ago), we were wondering what the point was. We could play Dominion and Intrigue for 30 years, build a time machine, and go back to 1984 and continue playing for the next 30. Chances are we'd still be playing the game with new and interesting card combinations.
Thankfully Dominion Seaside doesn't just add more content inside the current idea of Dominion, but changes the meta rules of the game. We'll quickly explain.
Seaside is themed with oceanic travel. Pirates, islands, merchant ships and ghost ships. What's interesting is how these themes play into the elements of the game. Most importantly are the new card mechanics that effect both your turn, and your NEXT turn, like tides rolling in twice. Or the light house card that remains in play until it's your turn again, keeping a watch out for you against attackers. There are definitely some interesting game changers that are implemented in interesting ways.
Our frustration subsided once we learned all this. Checking into player experiences with the game, early-bird gamers seem entirely satisfied and enthusiastic about where this series is going. Its not just a shotgun blast of more cards but the game is changing with this expansion - just as a CCG would and should do with its next set release.
Bravo. That's just what the doctored ordered. And it seems to have been very well executed to boot.
Here are the official details:
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. 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.
We should point out that Dominion Seaside is an expansion, and requires either Dominion or Dominion Intrigue to play. Enjoy!
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Posted by Critical Gamers Staff at October 23, 2009 1:10 PM