Table Games Calculator

Dominion Seaside Calculator

Dominion Seaside Calculator

Total a Dominion Seaside endgame position with victory points, curses, Island cards set aside, Native Village mat effects, duration cards in play, Pirate Ship coin tokens, Treasury or Warehouse draw support, deck size, and target gap.

1Seaside position presets
Presets model common Seaside score states. They fill the exact calculator fields, then you can adjust the visible score, mats, duration turn, and deck target for your table.
2Dominion Seaside score inputs
Enter printed VP already in the deck and discard, such as Estates, Duchies, Provinces, Gardens, or Colonies, before Island and Curse adjustments.
Each Curse subtracts 1 VP. Include Curses in your deck size if they are still in your deck or discard pile.
Count Island cards that have been set aside. This calculator scores each Island card as 2 VP and treats it as outside the draw deck.
Native Village mat cards do not score by themselves, but they are outside the shuffle and may hold future VP or Treasure to reclaim.
Include Wharf, Merchant Ship, Caravan, Tactician, Haven, Lighthouse, Outpost, and similar Seaside duration cards still affecting next turn.
Enter the Pirate Ship coin token count you can convert into buying power when choosing its coin mode.
Choose the main draw engine that affects your next turn consistency and how quickly the deck sees scoring cards.
Enter total deck cards and the VP target to beat as cards/VP, for example 37/45, 52/62, or 68/80 for Colony-style tables.
Current VP
28
after Island and Curse math
Target Gap
17
VP still needed
Next Turn Push
+6
tempo from durations and coins
Deck Density
76%
active cards still cycling
Victory cards, Island cards, and Curses27 + 4 - 3 = 28 VP
Island mat and Native Village mat effects2 Islands, 4 Native Village cards
Duration cards in play next turn2 duration cards, +2 tempo
Pirate Ship coin token buying power3 coin tokens, +3 coin floor
Treasury and Warehouse draw readWarehouse sift, draw 3 discard 3
Deck size and endgame target37 cards, 45 VP target
This position is behind the target but has enough Seaside tempo to see the deck again soon. Check whether the Native Village mat holds VP before final scoring.
3Seaside component and spec grid
2 VP
Each Island card
-1 VP
Each Curse card
2
Islands on mat
4
Native Village cards
2
Duration cards active
3
Pirate Ship tokens
37
Deck cards entered
45
Endgame target VP
4Dominion Seaside reference tables

Live Seaside score breakdown

Score sourceCountRuleVP
Base victory cardsenteredprinted VP total27
Island cards22 VP each4
Curses3-1 VP each-3
Total scoreofficial VPsum above28

Seaside mats and scoring zones

Card or zoneCalculator effectScore treatmentDeck effect
Island cardAdd 2 VP eachScores while set asideLeaves active deck
Islanded cardNot scored here directlyCount VP cards in base totalLeaves active deck
Native Village matShows set-aside card countScore any VP in base totalLeaves active deck until reclaimed
Haven set-asideRepresent through duration countScore by card type at endTemporarily outside shuffle
Curse pileSubtracts per Curse held-1 VP eachStill counts as deck card

Duration, Pirate Ship, and draw profile

Seaside toolInput fieldTempo readCalculator note
WharfDuration cardsStrong draw next turnRaises push and density read
Merchant ShipDuration cardsCoin next turnImproves buy floor
TacticianDraw profileLarge rebound handHighest draw profile boost
Pirate ShipCoin tokensToken coin floorAdds to next-turn push
WarehouseDraw profileSift and cycleImproves active deck access
TreasuryDraw profileTop-deck reliabilityImproves repeat turn quality

Endgame target lanes

Position laneTypical targetDeck size readScore check
Province race35-50 VP30-45 cardsCount Provinces and Curses
Island density40-55 VP35-55 cardsAdd Island cards on mat
Duration engine45-65 VP40-65 cardsCheck next-turn push
Native Village holdAny targetMat lowers shuffle sizeConfirm hidden VP on mat
Colony variant70-90 VP55-85 cardsUse higher target entry
5Seaside calculator tips
Count set-aside cards before deck density: Island and Native Village cards are outside the active shuffle, so the calculator subtracts them when estimating cycling density.
Keep score math separate from tempo math: Pirate Ship tokens, Warehouse sifting, Treasury loops, and duration cards do not add VP by themselves, but they change the next-turn finish read.

At the end of a Dominion Seaside game, it sometimes feels like a last-minute scramble to do quick accounting on the fly. Yes, you’re winning (or losing) by a few, but there are still Pirate Ship tokens lying around, some Islands left out of your draw pile, and leftover duration cards on your board that could be the difference-maker, or nothing at all. The points add up, but they don’t just add. They add with time: that’s where the strategy comes in.

Island cards is usually viewed as nothing more than a source of VP, and while that’s certainly part of their function, it ignores its effect on reducing your deck size. Each time you play one from the mat, it are discarded from your active draw stack. That instantly densifies the rest of your deck, removing the need to sift through a bunch of dead weight just to get to the good stuff. To compensate for this, tool treats the Islands as set-aside assets. They add to your score, but don’t clog up your hand in future rounds.

The Art of Counting Points at the End of Dominion Seaside

Similarly, Native Village work in a similar way, but with one catch: any cards you put onto the mat are removed from the shuffle, though you can get them back later for treasure or action. This provides a secret reserve of potential strength that wouldn’t appear on a typical list of VP unless/until you choose to use it.

Keep in mind: Tempo and VP is two different things. While VP is static until the game ends, tempo is fluid and delicate. Your Merchant Ship or Wharf sit in play, promising rewards during upcoming turn. The calculator will include those in your “push”, calculating an estimate of how many card draws or buying power you may realize before shuffling up. Basically you’re playing with fire, you’re counting on having some strong duration engine, which means you’re loaning yourself VP for tomorrow in order to make it through today.

Pirate Ship tokens complicate this even further. These are potential coins available to you if you can choose the right mode at the right moment. This versatility isn’t easy to measure, but it frequently makes the difference between forcing your opponent into a bad play or having enough coin left to grab that last Province.

Curse management is still important in these games. Each Curse in your deck are worth -1 VP and takes up space that might of been used for something valuable. Since Curses don’t go away at the end of the game, the calculator penalize them harshly. They stick around until they’re either removed by other means or discarded. This reduces the size of your deck. A lot of people lose tight games because they didn’t consider their discard pile’s lingering curses. It seems like such a minor consideration, yet every point is crucial when every point matter.

It’s useful too to see where those numbers fit into decks because of handy reference tables provided on the page: what are the typical target point ranges for this type of strategy? How much room do you have to grow? Does your board need more Colonies, or are you racing Provinces? Your targets will change based off that, do you want to close the gap by forty-five or by seventy? What trade-off does it represent to buy an additional Island? That tells you if you’re trying to hit seventy points or just forty-five.

The tool takes all that information and runs the numbers. This shows you how you compare to that number. At its heart, determining your Seaside placement boils down to weighing current advantage against long-term reward: how many victory points do I require to remain in contention without making my deck unplayable? Running these calculations will inform you what actions is available, and which ones ought to be taken immediately versus those to be left until later.

Believe the numbers for the math; follow your gut for the when. As soon as you begin to think of the endgame as a progression of timed unlocks instead of a single fixed number, it all starts to click into place.

Dominion Seaside Calculator

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