A few months back, I asked how to spice up the First Game kingdom recommended by the Base game, as I teach Dominion to quite a few people:
http://forum.dominionstrategy.com/index.php?topic=1022.0I think I finally have a good board that can effectively introduce the game to new players, utilizing Intrigue and Seaside (and maybe Prosperity/Hinterlands):
Courtyard - replaces Cellar and Smithy - easy enough to understand - take 3 cards, put 1 back!
Moat/Lighthouse - do you want to explain Reactions, or Durations? your choice
Warehouse - replaces Cellar - while its existence does NOT make Cellar worse
it is a little easier to explain
Smugglers - repalces Workshop - a little more useful than Workshop, and about the same level of complexity
Village/Worker's Village - Village really is as simple as it gets for that kind of card, but if you really want to ditch every card in the First Game kingdom, Worker's Village is a simple step up, and adds a nice +Buy to this kingdom
Woodcutter/Conspirator/Nomad Camp - are you cool with keeping Woodcutter? If not, Conspirator requires a little explanation (but not as much as Remodel, Moat, or Mine), or, if you have Hinterlands, Nomad Camp can introduce players to the when-gain mechanic
Cutpurse - replaces Militia - a littler easier to explain - most newbs I teach think Militia means to discard 3 cards
Salvager - replaces Remodel - it works how most newbs seem to want to think Remodel works, and is a little less confusing to explain
Bazaar - replaces Market and Village (to an extent) - nice vanilla card
Trading Post - as mentioned by Jorbles in the original thread, this makes the trash-for-benefit concept a lot clearer than Remodel or Mine