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Dominion Seaside 2nd Edition

Reference: RIO621

Seaside is the second extension for the Dominion game which adds 27 new kingdom cards. Discover a new way to play and come out of the limits of a classic tour.
  • English
  • From 10 years old
  • less than 30mn
  • 2 to 4 players

45,50€

  • Shipping costs from €1.95 - Free shipping on orders over €60 (metropolitan France)

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  • Description
  • Technical sheet
  • Related products

Dominion Seaside 2nd Edition

Description

Seaside is the 2nd expansion for Dominion.

It adds 27 new Kingdom cards to Dominion. 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. 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.

Technical sheet

Description

Seaside is the 2nd expansion for Dominion.

It adds 27 new Kingdom cards to Dominion. 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. 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.

Technical sheet

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