Dominion Strategy: World Board Gaming Championship – Seaside

By Brian Durkin

Have you mastered the Intrigue only format for Dominion? Expect to survive the first two rounds in the Dominion tournament this year at the World Boardgaming Championship? Good. Hope you took a look at Seaside. Starting with round three the Kingdom will contain only cards from the third set. In case you forgot to study, check out the list below of the most important cards to look out for when playing this format.

10. Salvager
Buying extra stuff comes in handy. Trashing your original deck will pay dividends sooner. The fact that this card provides money in addition to thinning your deck really gives you a turbo boost. Even Chapel requires you take a turn off from purchasing during effective use. Salvage will not let you trash your hand in one fell swoop, but it does make buying some of the best cards in Seaside a lot easier.
9. Caravan
Besides trashing, extra cards help your deck move up the curve to five and six dollars a turn. Caravan really shines from its duration effect. This part of the card allows you to buy bigger and better things because you will start with a larger hand. The fact that it replaces itself without taking away your action for the turn keeps your theoretical deck size down. Back in trading card game history this type of spell earned the nickname cantrip. I guess eople needed a general term for this effect because these types of cards kept popping up.
8. Haven
Another cantrip, Haven does not add to your theoretical deck size. Caravan’s free card could help, but Haven allows you to plan for the future; it sets aside a card from your hand in the previous turn. This helps players save extra cash for future turns. Haven really shines by allowing players who build decks with lots of terminal actions to smooth out their draw, because it prevents you from discarding a terminal action without using it.
7. Fishing Village
Village effects provide the most obvious way to avoid the problem of too many actions in one hand. Native Village and Bazaar provide similar effects, but Fishing Village beats them for three reasons: It only costs three to buy, its duration effect allows you to use it twice, and it also provides money. Your next hand might not need the extra actions, but almost every hand wants extra cash. Fishing Village can turn a bad turn into a good turn if you draw more victory cards and Curses than money.
6. Sea Hag
What a witch. Not only does she give you a Curse, you need to draw it right away! In most games this will really slow your opponents down; however, you must pay attention to the set up when playing with Seaside only. Several cards can help players overcome this devastating attack card. Sea Hag would rank higher if it were not for all the good trash or trash like effects (Native Village) in this set. Try to “lookout” for ways to deal with Sea Hag so you can protect yourself and also not fall for the trap of building a deck around her.
5. Lookout
Talk about a hack for Sea Hag, this card takes the cake on stopping the best four cost card in the game. You will see this card more often when playing with Seaside only, so the witch’s stock goes down. Lookout ranks high because it self-combos; all the other trash effects come from terminal actions, unlike Lookout which you can keep chaining. Leaving a card on top will either prepare you for a better next turn and or set up a card to trash with another copy of Lookout. Playing several Lookouts will thin your deck fast, but you should try to end the chain with a devastating terminal action.
4. Ghost Ship
Your opponents pray to find the Lighthouse in the fog of their deck before your ghastly pirates start beating them down. Ghost Ship reduces the power level of your opponents’ decks by restricting how many cards they can use to purchase new cards and improve their decks. Also your opponents do not benefit from holding bad cards because they will just have to redraw them next turn. Do not forget this apparition draws you two cards, the highest amount a single action card gives in this set; correction, the most cards a single action allows you to draw and keep.
3. Warehouse
Players cannot deny the power level of Seaside. Almost every board will contain a powerful terminal action (or non terminal action). Whoever starts playing Ghost Ship first will pull ahead. Warehouse allows a player to find these broken cards first and faster than his opponents. If you see your Salvager sooner and draw through your deck faster, then you will trash more cards, which makes your deck thinner quicker, and then … notice the chain yet? Although you do not gain any card advantage, Warehouse improves card quality and ensures you see your best cards more often. Allowing you to draw first before discarding makes this card one of the most superior card cyclers the game offers. Who would not want to play the final two cards on this list as soon as possible, as fast as possible, and as often as possible?
2. Wharf
As mentioned earlier, Seaside offers no action equivalent to Smithy as far as gaining cards in hand. Wharf comes close by drawing four cards over two turns. Easily the best duration effect, Wharf guarantees your next turn will do some damage when you start with five cards. The extra buy does come in handy when the set up really promotes combo decks. Games that include Treasure Maps will really accelerate your ability to buy Provinces, so Wharf enables that you can buy more than one a turn. The only way to make Wharf better depends on how well you can improve the quality of the cards you draw with this impressive action card.
1. Ambassador
No surprises here. One of the best trash cards of all time, Ambassador surpasses all other cards in the set when it comes to exponentially increasing your card quality. It allows you to trash two cards at a time while dumping bad cards into your opponents’ decks. Win-Win. This card will warp more boards than anything else. You need this diplomat when available and you need anything and everything to support him in order to succeed at the table.
Honorable Mentions
Keep an eye out for Lighthouse. Preventing Sea Hag, Ghost Ship, or Ambassador from hurting you will go a long way. It also provides a great effect on its own without depending on your opponents playing attack cards to receive value from the card. After Fishing Village, Native Village provides the best multiple action and combo plan. It also gives the player a pseudo trashing effect, but watch out. You may use it too late in the game and remove a great card from you deck.
Native Village
Island on the other hand allows you to choose what you remove. It provides a great alternative to Provinces as well. Sometimes you must make a switch from purchasing Provinces near the end of the game, so you can score more points in the long run. Island allows you to keep pace with points without hurting the consistency of your deck. Anytime Island appears, consider trying an aggressive strategy that does not rely on Provinces to win. So many cards in Seaside cost players little money and the table will rush to fill their decks with them. This creates a lot of board scenarios where the three pile end of game rule might happen before the Provinces run out, so consider stocking up on Islands and or other victory cards.


Have you played Seaside only games were smaller point card strategies prevailed? Do you think Native Village, Lighthouse, Island, and or any other card should make the list? Do you think Sea Hag can fight through the hate included in Seaside?
Let us know what you think.
**Special Thanks to Vishu Doshi for his input on this list.

Additional Information

For more information about Seaside check the product page on
Interested in purchasing a copy of Seaside? Try the following links.
If you live in the tri-state area, consider stopping by AU to pick up a copy and play with just about anyone. Many gamers know how to play this game and enjoy playing with anyone.


  1. Much more solid than the Intrigue list. The game-defining abilities of these cards is pretty well reflected by the ordering.Just three nitpicks:1. Haven isn't really a cantrip. It's +1 Card, +1 Action, yes, but then you immediately set aside a card for the next turn. So if you play it out of a five-card hand, you're down to four cards after you're finished acting on it. You still have an action, but you're down a card until next turn (when you'll be up a card instead). It's a great card and usually a great buy, but it isn't quite as harmless as a cantrip.2. On the second turn, Wharf *does* draw as much as a Smithy. Think of it this way: If you play a Smithy, you're down a card and up three. If you play a Wharf, you're down a card and up two. But then, on the second turn, you're up two free and clear. It's as if you played a Smithy that turn (and gotten an extra Buy out of it besides!).3. Great and interesting power can be unlocked out of the Native Villages if you buy them in bulk and store up multiple cards for a mega-turn later. Because of this, I'd have found a place for Native Village on this list somewhere, perhaps somewhere in the middle. The "honorable mention" about it just seems to be talking about only having a single copy of it, which, indeed, is disproportionately weaker.Anyway, good job.

  2. Thank you for the comments. I could not agree more with the things you pointed out. I mentioned cantrips and Smithy because I needed a way to transition between topics.Native Village can provide for an explosive turn if you set it up that way. I guess I only took the viewpoint of using it as a pseudo trashing effect.Thanks for your input.

  3. how much have you played with this set?

  4. @ Cayvie:I've played a fair amount of games. I focused on playing with only Seaside to prepare for this article. I do not consider myself an expert in Dominion, but I can provide some insightful strategy advice. For great coverage on Dominion, you should check out

  5. Depannage informatique Bruyeres sur Oise 95820 says:

    You could certainly see your enthusiasm in the work you write. The world hopes for even more passionate writers like you who are not afraid to mention how they believe. At all times go after your heart.

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