Dominion Campaigns: Prosperity Act 1

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Completed map for Prosperity - Act 1.

Dominion Campaigns: Prosperity Act 1 (originally subtitled Bigger and Better) is the first Act of the Prosperity Campaign on Dominion Online. It comes with the purchase of Prosperity.

Contents

[edit] Campaign Overview

Vaccara's wealth is endangered when a mass robbery takes place in an underground vault.

[edit] List of Games

[edit] Game 1

Your kingdom has become prosperous, and you'd like to expand and redecorate your castle. Hugh, your chamberlain, suggests a monument on the bailey; you think a 10-foot statue of yourself would be nice.

Starting decks

  • You: 6 Coppers, 3 Estates, 1 Monument
  • Serf Silban: 6 Coppers, 3 Estates, 1 Monument
Serf Silban [images]
Throne Room Laboratory Market Witch Expand
Throne Room.jpg Laboratory.jpg Market.jpg Witch.jpg Expand.jpg
Cellar.jpg Moat.jpg Village.jpg Thief.jpg Monument.jpg
Cellar Moat Village Thief Monument
Landscapes and Additional Cards
Platinum Colony
Platinum.jpg Colony.jpg

[edit] Game 2

Since the peasants in the worker's village are making quick work of the construction, Hugh suggests that you build a vault in the nearby stone hills to hold your larger riches. After all, thieves can be found everywhere.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Serf Ingrid: 7 Coppers, 3 Estates
Serf Ingrid [images]
Thief Worker's Village Laboratory Mine Vault
Thief.jpg Worker's Village.jpg Laboratory.jpg Mine.jpg Vault.jpg
Moat.jpg Chancellor.jpg Gardens.jpg Moneylender.jpg Smithy.jpg
Moat Chancellor Gardens Moneylender Smithy
Landscapes and Additional Cards
Platinum Colony
Platinum.jpg Colony.jpg

[edit] Game 3

Your peasants have proven to be a surprisingly capable bunch. Every forge has blazed with beautifully-crafted swords and shields; the best are put in your vault. You think that establishing a trade route with other kingdoms would show off their work.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Serf Adela: 7 Coppers, 3 Estates
Serf Adela [images]
Spy Laboratory Library Adventurer Forge
Spy.jpg Laboratory.jpg Library.jpg Adventurer.jpg Forge.jpg
Cellar.jpg Chancellor.jpg Trade Route.jpg Village.jpg Moneylender.jpg
Cellar Chancellor Trade Route Village Moneylender
Landscapes and Additional Cards
Platinum Colony
Platinum.jpg Colony.jpg

[edit] Boss Game 4

Alarm! A horrible gas attack at the vault has knocked out your guards, and the vault has been robbed! It looks like an inside job, but you and Hugh have the only two keys! Has he betrayed you? Has he been forging a plot against you?

Starting decks

  • You: 7 Coppers, 3 Estates
  • A Thief!: 7 Coppers, 3 Estates
A Thief [images]
Spy Worker's Village Vault Expand Forge
Spy.jpg Worker's Village.jpg Vault.jpg Expand.jpg Forge.jpg
Chancellor.jpg Trade Route.jpg Gardens.jpg Moneylender.jpg Monument.jpg
Chancellor Trade Route Gardens Moneylender Monument
Landscapes and Additional Cards
Platinum Colony
Platinum.jpg Colony.jpg

[edit] Game 5

You learn that Hugh is in a nearby city. There's a rural route that passes the mines and leads from that city to some distant lands. Could it be that Hugh is planning to take it? Better to capture him before he moves on.

Starting decks

  • You: 1 City, 6 Coppers, 3 Estates
  • Serf Fleur: 1 City, 6 Coppers, 3 Estates
Serf Fleur [images]
Throne Room City Council Room Mine Adventurer
Throne Room.jpg City.jpg Council Room.jpg Mine.jpg Adventurer.jpg
Cellar.jpg Trade Route.jpg Bureaucrat.jpg Gardens.jpg Monument.jpg
Cellar Trade Route Bureaucrat Gardens Monument

[edit] Game 6

You find Hugh meeting with the bishop, who is angry about your intrusion. Both deny Hugh's involvement with the vault's theft; you truly want to believe your friend is innocent, so you order your militia to wait.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Maiden Jacquelyn: 7 Coppers, 3 Estates
Maiden Jacquelyn [images]
Moneylender Festival Laboratory Vault Forge
Moneylender.jpg Festival.jpg Laboratory.jpg Vault.jpg Forge.jpg
Moat.jpg Woodcutter.jpg Bishop.jpg Bureaucrat.jpg Militia.jpg
Moat Woodcutter Bishop Bureaucrat Militia
Landscapes and Additional Cards
Platinum Colony
Platinum.jpg Colony.jpg

[edit] Game 7

Hugh gives you proof that he was in the chapel during the theft; it must've been someone else. Suddenly, everyone who was working in the market is hidden, and you are surrounded by a gang of angry goons.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Squire Simeon: 7 Coppers, 3 Estates
Squire Simeon [images]
Council Room Market Mine Goons Expand
Council Room.jpg Market.jpg Mine.jpg Goons.jpg Expand.jpg
Chapel.jpg Workshop.jpg Remodel.jpg Smithy.jpg Worker's Village.jpg
Chapel Workshop Remodel Smithy Worker's Village
Landscapes and Additional Cards
Platinum Colony
Platinum.jpg Colony.jpg

[edit] Boss Game 8

The leader of the goons demands a large ransom for your release, and when you refuse, a fight begins. Hugh's bravery against the goons convinces you of his innocence. It seems that he and the bishop were telling the truth. If they manage to get you out of the city alive, it might be they who would have a monument raised in their name.

Starting decks

  • You: 6 Coppers, 3 Estates, 1 Monument
  • Ricker: 1 Bishop, 6 Coppers, 3 Estates
  • Squire Saxon: 1 Bishop, 6 Coppers, 3 Estates
Ricker [images]
City Vault Goons Expand Forge
City.jpg Vault.jpg Goons.jpg Expand.jpg Forge.jpg
Trade Route.jpg Bishop.jpg Monument.jpg Spy.jpg Worker's Village.jpg
Trade Route Bishop Monument Spy Worker's Village
Landscapes and Additional Cards
Platinum Colony
Platinum.jpg Colony.jpg

[edit] Game 9

Hugh and your guards beat back the goons, but their leader escapes. The fight damaged the chapel; funds for the reconstruction can be arranged at the bank. You, Hugh, and your men head back to your castle.

Maiden Muriel [images]
Bank Monument Bishop Forge Council Room
Bank.jpg Monument.jpg Bishop.jpg Forge.jpg Council Room.jpg
Witch.jpg Throne Room.jpg Village.jpg Adventurer.jpg Moat.jpg
Witch Throne Room Village Adventurer Moat
Landscapes and Additional Cards
Platinum Colony
Platinum.jpg Colony.jpg

[edit] Game 10

Your route back to the castle takes you through a neighboring kingdom's grand market. Your men have done well; a few hours visiting the merchants at the market is a nice diversion.

Squire Saxon [images]
Grand Market Vault Goons City Moneylender
Grand Market.jpg Vault.jpg Goons.jpg City.jpg Moneylender.jpg
Library.jpg Village.jpg Feast.jpg Remodel.jpg Woodcutter.jpg
Library Village Feast Remodel Woodcutter
Landscapes and Additional Cards
Platinum Colony
Platinum.jpg Colony.jpg

[edit] Game 11

A peddler at the market offers you a sword--one that was stolen from your vault! He resists arrest and runs toward the castle. You go to the castle to meet with the ruler at the king's court.

Lady Gloriana [images]
Peddler King's Court Worker's Village Expand Cellar
Peddler.jpg King's Court.jpg Worker's Village.jpg Expand.jpg Cellar.jpg
Market.jpg Workshop.jpg Smithy.jpg Laboratory.jpg Mine.jpg
Market Workshop Smithy Laboratory Mine
Landscapes and Additional Cards
Platinum Colony
Platinum.jpg Colony.jpg

[edit] Boss Game 12

The king offers to discuss the matter over dinner at his castle. As you turn toward the dining hall, you see the runaway merchant, but now he's wearing royal garments...

Prince and Lady Christabel [images]
Peddler Expand King's Court Bank Forge
Peddler.jpg Expand.jpg King's Court.jpg Bank.jpg Forge.jpg
Goons.jpg Grand Market.jpg Adventurer.jpg Festival.jpg Library.jpg
Goons Grand Market Adventurer Festival Library
Landscapes and Additional Cards
Platinum Colony
Platinum.jpg Colony.jpg

[edit] Game 13

Your men capture the "merchant," who turns out to be the king's son! A search of the prince's quarters uncovers the sword and other things from your vault. The king tells you that his son has his own estate nearby, and that you should search it as well.

Squire Leik [images]
City Trade Route Bishop Vault Forge
City.jpg Trade Route.jpg Bishop.jpg Vault.jpg Forge.jpg
Council Room.jpg Cellar.jpg Library.jpg Throne Room.jpg Chancellor.jpg
Council Room Cellar Library Throne Room Chancellor

[edit] Game 14

You learn that the thrill-seeking prince and his friend often stole goods and sold them at the market, but they weren't in your kingdom during your vault's robbery. The king offers some of his guards as escorts for your group.

Lady Christabel [images]
Bishop Goons Monument Peddler Grand Market
Bishop.jpg Goons.jpg Monument.jpg Peddler.jpg Grand Market.jpg
Gardens.jpg Witch.jpg Chapel.jpg Village.jpg Remodel.jpg
Gardens Witch Chapel Village Remodel
Landscapes and Additional Cards
Platinum Colony
Platinum.jpg Colony.jpg

[edit] Game 15

A search of the prince's estate turns up more stolen artifacts. The servants are hesitant to divulge any information; one of them finally speaks. "You said there's a reward, right? I did see a fine lady meeting with the prince; I see her carriage over yonder, heading here now."

Gentleman Althalos [images]
Worker's Village Goons King's Court Vault Bank
Worker's Village.jpg Goons.jpg King's Court.jpg Vault.jpg Bank.jpg
Bureaucrat.jpg Council Room.jpg Moat.jpg Woodcutter.jpg Witch.jpg
Bureaucrat Council Room Moat Woodcutter Witch
Landscapes and Additional Cards
Platinum Colony
Platinum.jpg Colony.jpg

[edit] Boss Game 16

You recognize the lady as Edith, one of the Artisan blacksmiths who had created swords and shields at your castle. She recognizes you, grabs a horse, and flees across the fields.

Edith, Squire Simeon, and Gentleman Althalos [images]
Expand Forge Trade Route City Bishop
Expand.jpg Forge.jpg Trade Route.jpg City.jpg Bishop.jpg
Goons.jpg King's Court.jpg Peddler.jpg Bank.jpg Grand Market.jpg
Goons King's Court Peddler Bank Grand Market

[edit] Game 17

Curses! Edith escapes, but leaves behind in her carriage a chest of keys: her talents include crafting keys for others' locks.

Lady Acelina [images]
Worker's Village Monument Expand Vault City
Worker's Village.jpg Monument.jpg Expand.jpg Vault.jpg City.jpg
King's Court.jpg Grand Market.jpg Cellar.jpg Gardens.jpg Market.jpg
King's Court Grand Market Cellar Gardens Market

[edit] Game 18

Bad news from the king: the prince has also escaped. You hear word that the prince and Edith were spotted at an inn not far away. It's a mad rush to capture them before they slip away forever into the countryside.

Gentleman Morell [images]
Worker's Village Forge Trade Route Peddler Bank
Worker's Village.jpg Forge.jpg Trade Route.jpg Peddler.jpg Bank.jpg
Cellar.jpg Council Room.jpg Laboratory.jpg Smithy.jpg Village.jpg
Cellar Council Room Laboratory Smithy Village

[edit] Game 19

You, Hugh, and your soldiers capture Edith and the prince, along with the small fortune they had amassed. Edith also has one last key: it looks like the one to your bedroom!

Gentleman Gandolf [images]
Vault Bishop Goons Grand Market Bureaucrat
Vault.jpg Bishop.jpg Goons.jpg Grand Market.jpg Bureaucrat.jpg
Council Room.jpg Militia.jpg Moat.jpg Spy.jpg Witch.jpg
Council Room Militia Moat Spy Witch

[edit] Boss Game 20

Edith's talent is too dangerous; she must be apprehended. If she could get inside your vault, what else might she breach?

Prince, Edith, and Gentleman Morell [images]
Worker's Village Monument Vault Trade Route City
Worker's Village.jpg Monument.jpg Vault.jpg Trade Route.jpg City.jpg
Goons.jpg King's Court.jpg Peddler.jpg Bank.jpg Grand Market.jpg
Goons King's Court Peddler Bank Grand Market
Landscapes and Additional Cards
Platinum Colony
Platinum.jpg Colony.jpg

[edit] Epilogue

Edith and the prince are under "castle arrest" at the palace, and the king assures you that neither one will give [player name] any more trouble. But with Edith's lock-picking skills, they might not stay away forever.

[edit] Trivia

Tutorial
Base Set: (Act 1Act 2Act 3) •• Intrigue: (Act 1Act 2Act 3) •• Seaside: (Act 1Act 2Act 3) •• Prosperity: (Act 1Act 2Act 3)
Cornucopia: (Act 1) •• Hinterlands: (Act 1Act 2Act 3) •• Alchemy: (Act 1) •• Dark Ages: (Act 1Act 2Act 3Act 4) •• Guilds: (Act 1) •• Adventures: (Act 1Act 2Act 3)
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