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Seaside: The whole haul

The rules for Seaside have been posted to Rio Grande Games' website. They include full text of all 26 cards of Seaside, which are included below the cut (for spoiler purposes).

New Components Included: 3 mats for each player (Island, Native Village, Pirate Ship), 15 Embargo Tokens, 25 Coins
Embargo (Action, 2) +(2). Trash this card. Put an Embargo token on top of a Supply pile. When a player buys a card, he gains a Curse card per Embargo token on that pile.
Native Village (Action, 2) +2 Actions. Choose one: Set aside the top card of your deck face down on your Native Village mat; or put all the cards from your mat into your hand. You may look at the cards on your mat at any time; return them to your deck at the end of the game.
Pearl Diver (Action, 2) +1 Card. +1 Action. Look at the bottom card of your deck. You may put it on top.
Haven (Action-Duration, 2) +1 Card. +1 Action. Set aside a card from your hand face down. At the start of your next turn, put it into your hand.
Lighthouse (Action-Duration, 2) +1 Action. Now and at the start of your next turn, +(1). While this is in play, when another player plays an Attack card, it doesn’t affect you.
Fishing Village (Action-Duration, 3) +2 Actions. +(1). At the start of your next turn: +1 Action. +(1).
Ambassador (Action-Attack, 3) Reveal a card from your hand. Return up to 2 copies of it from your hand to the Supply. Then each other player gains a copy of it.
Lookout (Action, 3) +1 Action. Look at the top 3 cards of your deck. Trash one of them. Discard one of them. Put the other one on top of your deck.
Smugglers (Action, 3) Gain a copy of a card costing up to (6) that the player to your right gained on his last turn.
Warehouse (Action, 3) +3 Cards. +1 Action. Discard 3 cards.
Cutpurse (Action-Attack, 4) +(2). Each other player discards a Copper card (or reveals a hand with no Copper).
Navigator (Action, 4) +(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.
Pirate Ship (Action-Attack, 4) Choose one: Each other player reveals the top 2 cards of his deck, trashes a revealed Treasure that you choose, discards the rest, and if anyone trashed a Treasure you take a Coin token; or, +(1) per Coin token you’ve taken with Pirate Ships this game.
Salvager (Action, 4) + 1 Buy. Trash a card from your hand. +() equal to its cost.
Island (Action-Victory, 4) Set aside this and another card from your hand. Return them to your deck at the end of the game. 2VP.
Sea Hag (Action-Attack, 4) Each other player discards the top card of his deck, then gains a Curse card, putting it on top of his deck.
Treasure Map (Action, 4) Trash this and another copy of Treasure Map from your hand. If you do trash two Treasure Maps, gain 4 Gold cards, putting them on top of your deck.
Caravan (Action-Duration, 4) +1 Card. +1 Action. At the start of your next turn, +1 Card.
Bazaar (Action, 5) +1 Card. +2 Actions. +(1).
Explorer (Action, 5) You may reveal a Province card from your hand. If you do, gain a Gold card, putting it into your hand. Otherwise, gain a Silver card, putting it into your hand.
Ghost Shop (Action-Attack, 5) +2 Cards. Each other player with 4 or more cards in hand puts cards from his hand on top of his deck until he has 3 cards in his hand.
Treasury (Action, 5) +1 Card. +1 Action. +(1). When you discard this from play, if you didn’t buy a Victory card this turn, you may put this on top of your deck.
Merchant Ship (Action-Duration, 5) Now and at the start of your next turn: +(2).
Outpost (Action-Duration, 5) You only draw 3 cards (instead of 5) in this turn’s Clean-up phase. Take an extra turn after this one. This can’t cause you to take more than two consecutive turns.
Tactician (Action-Duration, 5) Discard your hand. If you discarded any cards this way, then at the start of your next turn, +5 Cards, +1 Buy, and +1 Action.
Wharf (Action-Duration, 5) Now and at the start of your next turn: +2 Cards, +1 Buy.



( 4 comments — Leave a comment )
Oct. 19th, 2009 05:41 pm (UTC)
No Cost-6 cards? Shame. I had a wonderfully simple idea....

Galleon (Action-Victory, 6). 3 VP, +(3).

I'm not sold on the Duration mechanic just yet. That might take quite a few games to get used to.
Oct. 19th, 2009 05:50 pm (UTC)
3VP, +(3) would be exactly 1VP and (1) better than the Harem from Intrigue, for the exact same cost. Thus making Galleon a hideously (at least in my opinion, compared to Harem) overpowered card.

I could see "3VP, (1)" -- basically, taking Harem and trading 1 coin for one VP, or taking a Duchy and adding a Copper and (1) to the cost. Even "1VP, (3)" would be a strictly superior card to the 6-cost Gold. (By "strictly superior," I mean "the exact same benefits, plus something else, for the exact same cost.")

As for the Duration mechanic, I'm excited to try it out, at least. I agree that it will take a few games to get used to, but basically it adds a "Resolve Duration cards" phase to the beginning of the admittedly elegant ABCD mechanic.
Oct. 19th, 2009 06:01 pm (UTC)
But the Galleon is an action (and terminal at that), not a Treasure; sort of like Woodcutter vs. Silver.
Oct. 20th, 2009 03:42 am (UTC)
There are definitely some interesting cards here.

I don't think there's any other use for Ambassador other than Curses, though I suppose you could use it to stuff your opponents' decks full of Copper later in the game while eliminating your own.

Pirate Ship could turn out to be a better Thief with long term benefits. Three successful uses turns it into a Gold. Imagine if you got to use it five or six times. It might turn out to be somewhat broken without a restriction to spend the Coin tokens when you use it.

And Explorer seems like a good first turn 5/2 buy.

Treasury looks like an interesting cycling card, especially with Smugglers or Remodel or any other ways to gain Victory cards without buying them. Not necessarily sure it's worth the price, though.

Sea Hag is just evil. Throne Room it or combine it with Bureaucrat and you'll essentially get an extra turn.

Tactician + Secret Chamber = $9 next turn guaranteed. Manage to pull a Gold in those 10 cards and you've got $12 and two buys.

I wonder what the most evil card to Embargo would be ... (Estate is too obvious, and no one buys those anyway) it's a shame the Curses are limited.
( 4 comments — Leave a comment )

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