Seaside Card List

Individual analyses of Seaside cards are linked below and also collected here.

Embargo Action $2 +$2
Trash this. Add an Embargo token to a Supply pile. (For the rest of the game, when a player buys a card from that pile, they gain a Curse.)
Haven Action – Duration $2 +1 Card
+1 Action
Set aside a card from your hand face down (under this). 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.
Native Village Action $2 +2 Actions
Choose one: Put the top card of your deck face down on your Native Village mat (you may look at those cards at any time); or put all the cards from your mat into your hand.
Pearl Diver Action $2 +1 Card
+1 Action
Look at the bottom card of your deck. You may put it on top.
Ambassador (part II) 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.
Fishing Village Action – Duration $3 +2 Actions
At the start of your next turn: +1 Action and +$1.
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 back on to your deck.
Smugglers Action $3 Gain a copy of a card costing up to $6 that the player to your right gained on their last turn.
Warehouse Action $3 +3 Cards
+1 Action
Discard 3 cards.
Caravan Action – Duration $4 +1 Card
+1 Action
At the start of your next turn, +1 Card.
Cutpurse Action – Attack $4 +$2
Each other player discards a Copper (or reveals a hand with no Copper).
Island Action – Victory $4 Put this and a card from your hand onto your Island mat.
2 Victory Points
Navigator Action $4 +$2
Look at the top 5 cards of your deck. Either discard them all, or put them back in any order.
Pirate Ship Action – Attack $4 Choose one: +$1 per Coin token on your Pirate Ship mat; or each other player reveals the top 2 cards of their deck, trashes one of those Treasures that you choose, and discards the rest, and then if anyone trashed a Treasure you add a Coin token to your Pirate Ship mat.
Salvager Action $4 +1 Buy
Trash a card from your hand. +$1 per $1 it costs.
Sea Hag Action – Attack $4 Each other player discards the top card of their deck, then gains a Curse onto their deck.
Treasure Map Action $4 Trash this and a Treasure Map from your hand. If you trashed two Treasure Maps, gain 4 Golds onto your deck.
Bazaar Action $5 +1 Card
+2 Actions
Explorer Action $5 You may reveal a Province from your hand. If you do, gain a Gold to your hand. If you don’t, gain a Silver to your hand.
Ghost Ship Action – Attack $5 +2 Cards
Each other player with 4 or more cards in hand puts cards from their hand onto their deck until they have 3 cards in hand.
Merchant Ship Action – Duration $5 Now and at the start of your next turn: +$2.
Outpost Action – Duration $5 If this is the first time you played an Outpost this turn, and the previous turn wasn’t yours, then take an extra turn after this one, and you only draw 3 cards for your next hand.
Tactician Action – Duration $5 If you have at least one card in hand, discard your hand, and at the start of your next turn, +5 Cards, +1 Action, and +1 Buy.
Treasury Action $5 +1 Card
+1 Action
When you discard this from play, if you didn’t buy a Victory card this turn, you may put this onto your deck.
Wharf Action – Duration $5 Now and at the start of your next turn: +2 Cards and +1 Buy.


21 Responses to Seaside Card List

  1. Since there is no entry for Ghost Ship, I will temporarily put my comment here. It is basically a more complicating Thief card that only gives you 1 coin per use, while Thief could give you 3 or more. You may stash coins to get them later in the game but chances are you are already full in gold and silver by then. So it is a one-time desperation move, unless you use it along with the Thief to waste all of your opponents’s money.

    BTW if a player is left without treasure cards, is he out of the game?

    • Anonymous says:

      No, you can buy coppers for free on aq turn with a buy

    • Anonymous says:

      No. He is not out of the game because if you have a buy you can gain a copper card. and eventually you’ll get all of your money back. you gain as many copper cards as you have buys. so if you play a festival (+2 actions +1 buy +2 treasure) and only buy 1 card. you still have a buy left. on this buy you can gain a copper card.

    • Anonymous says:

      No he’s not

    • Anonymous says:

      What does ghost ship have to do with stashing coins

  2. Reyk says:

    You mean Pirate Ship obviously, but your comment is confusing beyond that.

    > BTW if a player is left without treasure cards, is he out of the game?
    No. You can buy Copper anyway. Plus there is virtual money.

  3. Isn’t Salvager practically like Remodel, only that it doesn’t let you buy a +2 coin card?

    • Anonymous says:

      From that description no. It adds coins to your buy stage, where as the remodel is separate from buy.

      Necro post I know 🙂

  4. Anonymous says:

    Salvager is like Salvager.

  5. Isn’t the Warehouse a more costworthy yet less usefull Cellar?

    • thisisnotasmile says:

      The main difference between the two cards is that Warehouse lets you draw BEFORE you decide what to discard. This is generally a good thing.

  6. Strategy: Get Talismans and with them farm on Treasure Maps. Trash Coppers and Estates with Chapel and you will have a deck full of Gold in no time to get those Provinces or Colonies. The only Action card you will need in this deck is Chapel and Adventurer (the worse voted +6 card)

    Of course, Thieves or Pirate Ships will ruin it all.

    • thisisnotasmile says:

      That needs more than Chapel and Adventurer. It needs and least Chapel and Treasure Map (if you have that many Golds you don’t need Adventurer) and Talismans (although you did say action cards, it’s still a kingdom card). However, Chapel -> Treasure Maps is a well known strong strategy. Talismans will help you get extra Maps, but you only really need to activate one pair (4 Golds is more than enough) and in this case, Talisman doesn’t really help, as a Talisman bought is a Treasure Map not bought (they cost the same).

      • As the Victory cards increase, you will definately need more than a successful Treasure Map combo or you won’t be getting enough Gold to buy anything. That is why I added Talisman to the strategy.

        • thisisnotasmile says:

          Well considering that at the point your Maps go off you will have Chapeled away most if not all of your starting cards, your deck will be something like 4xGold, 1xChapel, 0-2xJunk. Your next hand will have 4 Golds and you will buy a Province. From then on, you will pretty much be guaranteed a Province every turn, and when you don’t quite hit $8, you’ll be able to buy a Gold (and if you’re really unlucky and can’t afford a Gold, who cares? At this point almost half of your deck is Gold and the rest of it is mostly Provinces; you’re winning). You don’t need any more Maps to get the extra Gold.

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  8. Anonymous says:

    Can you use coin tokens gained from using pirate ship and have them still count toward the +$ the pirate ship cart can give?

  9. George says:

    ***BTW if a player is left without treasure cards, is he out of the game?*** Absolutely not. Engines can run without a single treasure in the deck and the lack of treasures in general will streamline your deck. Snag money cards and ‘villages’, trash out coppers and Estates.

  10. brittneychristy says:

    This is a useful reference, but it would be really nice if they were alphabetical. Doesn’t make a lot of sense to list them by cost.

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