Dominion Campaigns: Base Set Act 3

From DominionStrategy Wiki
Jump to: navigation, search
Completed map for Base Set - Act 3.

Dominion Campaigns: Base Set Act 3 (originally subtitled Curses) is the third and final Act of the Base Set Campaign on Dominion Online. In this rules variant, the first Action is played twice, as if a Throne RoomThrone Room.jpg had been played at the start of your turn. This applies only to the player, not to any of the AI opponents.

Contents

[edit] Overview

You attempt to restore order to your kingdom, and you host a ball in order to find a spouse, but your enemies are still standing in the way of peace.

[edit] List of Games

In all games, there is a rules variant: the player's first Action is played twice, as if a Throne Room had been played at the start. This does not apply to the AI opponents.

[edit] Game 1

In this moment of difficulty, something your father once told you comes to mind: "Give people land for planting and they will cease complaining." You offer royal titles in your states, duchies and provinces to anyone willing to work the land. It might work!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Serf Filmore: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Serf Filmore [images]
Militia Remodel Smithy Market Mine
Militia.jpg Remodel.jpg Smithy.jpg Market.jpg Mine.jpg
Cellar.jpg Moat.jpg Village.jpg Woodcutter.jpg Workshop.jpg
Cellar Moat Village Woodcutter Workshop

[edit] Game 2

Finally, Vaccara enters an unprecedented era of stability. The agitators seem to have calmed down; now they own lands, and aspire to own duchies and provinces in your name. Your bureaucrats say a bountiful harvest may let you repay the kingdom's debts with the moneylenders. Things seem to be back under control!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Serf Agnes: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Serf Agnes [images]
Remodel Smithy Spy Thief Throne Room
Remodel.jpg Smithy.jpg Spy.jpg Thief.jpg Throne Room.jpg
Bureaucrat.jpg Feast.jpg Gardens.jpg Militia.jpg Moneylender.jpg
Bureaucrat Feast Gardens Militia Moneylender

[edit] Game 3

The kingdom's prosperity never lasts long! Restoring the order has not been cheap. The biggest mines have been progressively depleted, and your reserves may not last until the next harvest. You may not be able to pay your debts after all!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Maiden Nicholaa: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Maiden Nicholaa [images]
Remodel Library Market Mine Adventurer
Remodel.jpg Library.jpg Market.jpg Mine.jpg Adventurer.jpg
Cellar.jpg Chancellor.jpg Bureaucrat.jpg Feast.jpg Moneylender.jpg
Cellar Chancellor Bureaucrat Feast Moneylender

[edit] Boss Game 4

Some scholars come up with a great discovery. They manage to decipher a magic spell left behind by the witches who attacked your kingdom. Apparently, the spell is a formula for a potent potion of vigor to help villagers increase productivity. This could be the solution to all your problems!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Sir Robert: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
  • King Rex: 7 Coppers, 3 Estates
Sir Robert [images]
Throne Room Council Room Laboratory Library Market
Throne Room.jpg Council Room.jpg Laboratory.jpg Library.jpg Market.jpg
Moat.jpg Village.jpg Feast.jpg Smithy.jpg Spy.jpg
Moat Village Feast Smithy Spy

[edit] Game 5

The economy slowly comes back to its balance, but you don't have time to celebrate it. Your militia has been busy hunting Simon Montfault, a skilled thief who was sighted traveling around the fishing villages. You are not sure, but you sense that his presence in your kingdom might be related to the new formula!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Serf Tilla: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Serf Tilla [images]
Militia Moneylender Thief Festival Market
Militia.jpg Moneylender.jpg Thief.jpg Festival.jpg Market.jpg
Cellar.jpg Mining Village.jpg Watchtower.jpg Conspirator.jpg Gardens.jpg
Cellar Mining Village Watchtower Conspirator Gardens

Note: playing Conspirator as your first Action in a turn does not give +1 Card/+1 Action, unlike if a Throne Room had actually been played first.

[edit] Game 6

After you put a bounty of Montfault's head, the guild of adventurers has offered to catch him for you. Will these guys ever do something for free?

Starting decks

  • You: 7 Coppers, 3 Estates
  • Maiden Osanna: 3 Coppers, 1 Estate, 1 Duchy, 1 Province, 1 Silver, 3 Thieves
Maiden Osanna [images]
Spy Thief Laboratory Library Adventurer
Spy.jpg Thief.jpg Laboratory.jpg Library.jpg Adventurer.jpg
Cellar.jpg Village.jpg Woodcutter.jpg Workshop.jpg Remodel.jpg
Cellar Village Woodcutter Workshop Remodel

[edit] Game 7

The thief was caught just in time! Your grandfater, King of Provilia, has decided to visit your land. He comes accompanied by his faithful chancellor, Lord Fairfax, and a group of pawns. As well as the usual caravan of peddlers that always follows a royal party.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Squire Lyman: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Squire Lyman [images]
Spy Thief Throne Room Laboratory Peddler
Spy.jpg Thief.jpg Throne Room.jpg Laboratory.jpg Peddler.jpg
Chapel.jpg Pawn.jpg Chancellor.jpg Workshop.jpg Caravan.jpg
Chapel Pawn Chancellor Workshop Caravan

[edit] Boss Game 8

Your opinionated grandfather has taken a new queen (remember that your grandmother is in jail for the murders of your parents). The visit suddenly leads to a detailed inspection of your kingdom, from gardens to libraries to chapels to mines, and even the palace moat! Are they looking for something?

Starting decks

  • You: 7 Coppers, 3 Estates
  • Grandfather: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
  • Lady Vluerona: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Grandfather [images]
Remodel Throne Room Council Room Library Mine
Remodel.jpg Throne Room.jpg Council Room.jpg Library.jpg Mine.jpg
Cellar.jpg Chapel.jpg Moat.jpg Workshop.jpg Gardens.jpg
Cellar Chapel Moat Workshop Gardens

[edit] Game 9

A suspicion prowls around your mind like a ghost ship in the pre-dawn fog. Can it be that the thief, Simon Montfault, was working for your grandfather? Is he trying to put his hands on the formula for the potion of vigor?

Starting decks

  • You: 7 Coppers, 3 Estates
  • Maiden Marie: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Maiden Marie [images]
Spy Ghost Ship Laboratory Market Adventurer
Spy.jpg Ghost Ship.jpg Laboratory.jpg Market.jpg Adventurer.jpg
Chapel.jpg Ironworks.jpg Monument.jpg Remodel.jpg Smithy.jpg
Chapel Ironworks Monument Remodel Smithy

[edit] Game 10

Loyal subjects claim they have seen the King of Provilia, your grandfather, holding secret meetings with his chancellor, Lord Fairfax, and a few of your bureaucrats in the royal gardens. You better keep him well spied upon!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Squire Quentin: 3 Bureaucrats, 3 Coppers, 1 Estate, 1 Duchy, 1 Province, 1 Silver
Squire Quentin [images]
Spy Thief Throne Room Market Mine
Spy.jpg Thief.jpg Throne Room.jpg Market.jpg Mine.jpg
Moat.jpg Chancellor.jpg Village.jpg Bureaucrat.jpg Gardens.jpg
Moat Chancellor Village Bureaucrat Gardens

[edit] Game 11

You have organized a ball in the city in honor of your grandfather, the King of Provilia. After all, you need to keep up appearances. It is the perfect excuse to investigate what he is up to. Nothing like wine and women to loosen the tongue! Maybe he will even attend if you can pry him from the private harem he has assembled right under your private nose!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Lady Felicia: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Lady Felicia [images]
Moneylender City Council Room Witch Harem
Moneylender.jpg City.jpg Council Room.jpg Witch.jpg Harem.jpg
Cellar.jpg Smugglers.jpg Woodcutter.jpg Feast.jpg Gardens.jpg
Cellar Smugglers Woodcutter Feast Gardens

[edit] Boss Game 12

Lord Fairfax and some other King's men sneak into your throne room. Apparently, you're not the only one who has taken advantage of the feast to spy on enemies. Despite the treacherous guests, the ball is a success!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Witch Jezebel: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
  • Queen Vada: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Witch Jezebel Part III [images]
Moneylender Spy Festival Market Adventurer
Moneylender.jpg Spy.jpg Festival.jpg Market.jpg Adventurer.jpg
Cellar.jpg Chancellor.jpg Village.jpg Bureaucrat.jpg Feast.jpg
Cellar Chancellor Village Bureaucrat Feast

[edit] Game 13

The militia remains alert! Your orders were to keep the bridges heavily guarded and to forge new armor in the smithy. If your grandfather plans to attack your kingdom, he won't find you off guard!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Squire Wolfe: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Squire Wolfe [images]
Militia Remodel Smithy Mine Grand Market
Militia.jpg Remodel.jpg Smithy.jpg Mine.jpg Grand Market.jpg
Cellar.jpg Village.jpg Workshop.jpg Bridge.jpg Island.jpg
Cellar Village Workshop Bridge Island

[edit] Game 14

The situation becomes tense as the visit continues, and a rumor has come to your ears. Villagers are muttering in the markets and chapels that your grandfather's new wife is a witch. That would explain how he knows about the existence of the vigor potion formula!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Lady Vluerona: 3 Coppers, 1 Estate, 1 Duchy, 3 Militias, 1 Province, 1 Silver
Lady Vluerona [images]
Moneylender Smithy Market Mine Witch
Moneylender.jpg Smithy.jpg Market.jpg Mine.jpg Witch.jpg
Chapel.jpg Village.jpg Woodcutter.jpg Workshop.jpg Militia.jpg
Chapel Village Woodcutter Workshop Militia

[edit] Game 15

It's time to end the formalities and face the truth! You confront your grandfather with your allegations, but he denies everything and leaves in a huff followed by his wife, his ambassadors and the rest of his court. After that swindler's extensive visit left you almost penniless, this is actually a relief!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Gentleman Ashton: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Gentleman Ashton [images]
Thief Council Room Laboratory Adventurer Hoard
Thief.jpg Council Room.jpg Laboratory.jpg Adventurer.jpg Hoard.jpg
Moat.jpg Ambassador.jpg Swindler.jpg Bureaucrat.jpg Gardens.jpg
Moat Ambassador Swindler Bureaucrat Gardens

[edit] Boss Game 16

Apparently grandpa has changed his mind! Instead of leaving your kingdom, the duplicitous King of Provilia has decided to attack you. And he is not alone! His witch wife and militia have destroyed part of your defensive moat during their exodus.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Overlord Hogan IV: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
  • Lady Felicia: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Overlord Hogan IV Part II [images]
Moneylender Spy Thief Witch Adventurer
Moneylender.jpg Spy.jpg Thief.jpg Witch.jpg Adventurer.jpg
Cellar.jpg Chapel.jpg Moat.jpg Gardens.jpg Militia.jpg
Cellar Chapel Moat Gardens Militia

[edit] Game 17

Your new grandmother's witchy powers are strong! With very little effort she has managed to destroy the remainings of the moat. Your personal chancellor recommends that you upgrade your defenses as soon as possible. Duh!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Lady Marigold: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Lady Marigold [images]
Market Mine Upgrade Venture Witch
Market.jpg Mine.jpg Upgrade.jpg Venture.jpg Witch.jpg
Hamlet.jpg Moat.jpg Chancellor.jpg Workshop.jpg Feast.jpg
Hamlet Moat Chancellor Workshop Feast

[edit] Game 18

How can you stop the attack of a witch when you don't have any magical power? The answer is simple: you can't! Get the scholars working double time in the laboratories and workshops. Maybe they can find a solution!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Gentleman Keaton: 6 Coppers, 1 Estate, 1 Duchy, 1 Province, 1 Witch
Gentleman Keaton [images]
Remodel Throne Room Festival Laboratory Witch
Remodel.jpg Throne Room.jpg Festival.jpg Laboratory.jpg Witch.jpg
Chancellor.jpg Village.jpg Workshop.jpg Feast.jpg Moneylender.jpg
Chancellor Village Workshop Feast Moneylender

[edit] Game 19

Never ask a scholar to do a mage's work! They accidentally transformed some nobles and villagers into pigs. But what you couldn't achieve with science, you could do with brutality. Hire a few goons to take care of the witches.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Gentleman Preston: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Gentleman Preston [images]
Remodel Library Mine Goons Nobles
Remodel.jpg Library.jpg Mine.jpg Goons.jpg Nobles.jpg
Moat.jpg Native Village.jpg Woodcutter.jpg Bureaucrat.jpg Moneylender.jpg
Moat Native Village Woodcutter Bureaucrat Moneylender

[edit] Final Boss Game

Base Finale art

You have decided to teach your grandfather and his wife a lesson. One they will never forget. No one threatens your kingdom and lives to tell!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Grandfather: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
  • Queen Vada: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Grandfather Part II [images]
Throne Room Festival Laboratory Market Mine
Throne Room.jpg Festival.jpg Laboratory.jpg Market.jpg Mine.jpg
Cellar.jpg Village.jpg Woodcutter.jpg Remodel.jpg Spy.jpg
Cellar Village Woodcutter Remodel Spy


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)
Personal tools
Namespaces

Variants
Views
Actions
Navigation
Toolbox