Dominion Campaigns: Intrigue Act 2

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Completed map for Intrigue - Act 2.

Dominion Campaigns: Intrigue Act 2, (originally subtitled Underlings), is the second act of the Intrigue Campaign on Dominion Online. It comes with the purchase of Intrigue.

Contents

[edit] Campaign Overview

The purchase of a new estate reveals plots and trickery from neighboring kingdoms to uncover underground secrets.

[edit] List of Games

[edit] Game 1

You've found a new estate to add to your kingdom of Vaccara. It's awesome! It's got a small river with a bridge, and a nice manor house with beautiful gardens. You're busy, so you send a pawn to take care of the paperwork and hand over the payment.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Serf Dionisia: 7 Coppers, 3 Estates
Serf Dionisia [images]
Smithy Throne Room Council Room Festival Laboratory
Smithy.jpg Throne Room.jpg Council Room.jpg Festival.jpg Laboratory.jpg
Cellar.jpg Pawn.jpg Chancellor.jpg Bridge.jpg Gardens.jpg
Cellar Pawn Chancellor Bridge Gardens

[edit] Game 2

An adventurer comes to your castle and produces ownership papers for the estate that you just acquired. He claims that he bought the property a few years ago when he met the previous owner in the trading post. Apparently, you've been duped by a swindler.

Starting decks

  • You: 6 Coppers, 3 Estates, 1 Silver
  • Serf Hague: 6 Coppers, 3 Estates, 1 Swindler
Serf Hague [images]
Thief Festival Mine Trading Post Adventurer
Thief.jpg Festival.jpg Mine.jpg Trading Post.jpg Adventurer.jpg
Cellar.jpg Chancellor.jpg Swindler.jpg Village.jpg Remodel.jpg
Cellar Chancellor Swindler Village Remodel

[edit] Game 3

You don't need this petty distraction! You hear that the workers in your mining village are close to striking. You send Baron Brightman to look into both matters: the new estate and the mine.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Maiden Esther: 6 Coppers, 3 Estates, 1 Spy
Maiden Esther [images]
Smithy Spy Council Room Laboratory Witch
Smithy.jpg Spy.jpg Council Room.jpg Laboratory.jpg Witch.jpg
Moat.jpg Workshop.jpg Baron.jpg Mining Village.jpg Remodel.jpg
Moat Workshop Baron Mining Village Remodel

[edit] Boss Game 4

Baron Brigham finds out that the adventurer who claimed to be the estate's "legitimate owner" is actually a pawn of Queen Vada. Your cousin really wants the estate for herself. It's a nice place, but is it worth all this subterfuge?

Starting decks

  • You: 7 Coppers, 3 Estates
  • Lady Arabella: 7 Coppers, 3 Estates
Lady Arabella [images]
Throne Room Library Trading Post Witch Adventurer
Throne Room.jpg Library.jpg Trading Post.jpg Witch.jpg Adventurer.jpg
Pawn.jpg Swindler.jpg Baron.jpg Bridge.jpg Mining Village.jpg
Pawn Swindler Baron Bridge Mining Village

[edit] Game 5

Queen Vada and her conspirators aren't going to win this one. You don't look forward to another war, and you still have to solve the miners strike; but blast it all, your have your limits!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Serf Matilda: 7 Coppers, 3 Estates
Serf Matilda [images]
Spy Thief Laboratory Market Mine
Spy.jpg Thief.jpg Laboratory.jpg Market.jpg Mine.jpg
Cellar.jpg Pawn.jpg Conspirator.jpg Mining Village.jpg Moneylender.jpg
Cellar Pawn Conspirator Mining Village Moneylender

[edit] Game 6

Queen Vada backs down, but you're sure she has something else up her embroidered sleeve. You decide to build a secret chamber near the throne room so that you can stash your valuables. You can't be too careful when thieves are on the prowl.

Starting decks

  • You: 7 Coppers, 2 Estates, 1 Secret Chamber
  • Maiden Chera: 7 Coppers, 3 Estates
Maiden Chera [images]
Thief Throne Room Council Room Festival Library
Thief.jpg Throne Room.jpg Council Room.jpg Festival.jpg Library.jpg
Secret Chamber.jpg Swindler.jpg Village.jpg Woodcutter.jpg Baron.jpg
Secret Chamber Swindler Village Woodcutter Baron

[edit] Game 7

You ask your staff to communicate in codes, just in case saboteurs are afoot. Jeeves, the butler, says something about eggs on your plate. Is this code for saying "the bridges are under attack"? You realize that he's just telling you that breakfast is ready.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Squire Sedgewick: 7 Coppers, 3 Estates
Squire Sedgwick [images]
Throne Room Laboratory Saboteur Trading Post Adventurer
Throne Room.jpg Laboratory.jpg Saboteur.jpg Trading Post.jpg Adventurer.jpg
Cellar.jpg Moat.jpg Village.jpg Bridge.jpg Smithy.jpg
Cellar Moat Village Bridge Smithy

[edit] Boss Game 8

Baron Brigham reports that he suspects one of your new servants is a mole planted by Queen Vada to find your secret chamber. Two can play this game, so you send some of your own people to work in Queen Vada's castle.

Starting decks

  • You: 2 Conspirators, 5 Coppers, 3 Estates
  • Servant: 5 Coppers, 3 Estates, 1 Saboteur, 1 Swindler
  • Lady Floria: 7 Coppers, 3 Estates
Servant [images]
Bureaucrat Conspirator Mining Village Saboteur Trading Post
Bureaucrat.jpg Conspirator.jpg Mining Village.jpg Saboteur.jpg Trading Post.jpg
Pawn.jpg Secret Chamber.jpg Swindler.jpg Baron.jpg Bridge.jpg
Pawn Secret Chamber Swindler Baron Bridge

[edit] Game 9

Castle gossip once again proves valuable; your steward learns that Queen Vada has a map in her library pinpointing some valuable secret at the estate you recently bought.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Maiden Sarah: 7 Coppers, 3 Estates
Maiden Sarah [images]
Conspirator Festival Library Witch Adventurer
Conspirator.jpg Festival.jpg Library.jpg Witch.jpg Adventurer.jpg
Pawn.jpg Steward.jpg Village.jpg Workshop.jpg Bridge.jpg
Pawn Steward Village Workshop Bridge

[edit] Game 10

At the new estate you have your staff plant a new garden. While digging, they uncover a door with stairs leading to an underground courtyard. You and your castle entourage travel to the estate and set up camp in a nearby village.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Squire Rylan: 7 Coppers, 3 Estates
Squire Rylan [images]
Bureaucrat Gardens Market Trading Post Adventurer
Bureaucrat.jpg Gardens.jpg Market.jpg Trading Post.jpg Adventurer.jpg
Courtyard.jpg Swindler.jpg Village.jpg Woodcutter.jpg Baron.jpg
Courtyard Swindler Village Woodcutter Baron

[edit] Game 11

Fire! The village is burning! Was this just a worksite accident, or was it sabotage from a minion of Queen Vada? Baron Brigham, one of your chancellors, helps put out the flames.

Starting decks

  • You: 6 Coppers, 3 Estates, 1 Silver
  • Lady Floria: 6 Coppers, 3 Estates, 1 Minion
Lady Floria [images]
Mining Village Remodel Festival Minion Saboteur
Mining Village.jpg Remodel.jpg Festival.jpg Minion.jpg Saboteur.jpg
Chapel.jpg Secret Chamber.jpg Chancellor.jpg Workshop.jpg Feast.jpg
Chapel Secret Chamber Chancellor Workshop Feast

[edit] Boss Game 12

Thankfully, the village was not badly damaged. You check the secret door that leads to the courtyard--it's been opened! You ask Baron Brigham to venture down the stairs. He sees a hooded figure with a box.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Soldier: 7 Coppers, 3 Estates
  • Lady Amelia: 7 Coppers, 3 Estates
Servant [images]
Bridge Conspirator Mining Village Minion Trading Post
Bridge.jpg Conspirator.jpg Mining Village.jpg Minion.jpg Trading Post.jpg
Courtyard.jpg Pawn.jpg Steward.jpg Swindler.jpg Baron.jpg
Courtyard Pawn Steward Swindler Baron

[edit] Game 13

Baron Brigham says it's your butler, Jeeves! Why would he betray you? The Baron spied him leaving the place with a gilded book written in an unknown script in his hands. Later, when your butler brings your evening meal, he has a sly smirk on his face!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Squire Clifton: 7 Coppers, 3 Estates
Squire Clifton [images]
Spy Festival Library Minion Witch
Spy.jpg Festival.jpg Library.jpg Minion.jpg Witch.jpg
Cellar.jpg Pawn.jpg Steward.jpg Swindler.jpg Baron.jpg
Cellar Pawn Steward Swindler Baron

[edit] Game 14

Jeeves was captured on the bridge while attempting to escape the village. He isn't talking. He won't tell you anything about the book, so you send for a linguistics expert to translate it.

Starting decks

  • You: 2 Bridges, 5 Coppers, 3 Estates
  • Jeeves: 6 Coppers, 3 Estates, 1 Saboteur
Jeeves [images]
Spy Thief Throne Room Laboratory Saboteur
Spy.jpg Thief.jpg Throne Room.jpg Laboratory.jpg Saboteur.jpg
Secret Chamber.jpg Swindler.jpg Bridge.jpg Mining Village.jpg Remodel.jpg
Secret Chamber Swindler Bridge Mining Village Remodel

[edit] Game 15

If you can figure out what the courtyard was used for, it might help you to understand the book. They must be linked somehow. Your cousin, Queen Vada, wouldn't be conspiring against you without something big to gain.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Gentleman Justin: 7 Coppers, 3 Estates
Gentleman Justin [images]
Militia Mining Village Council Room Mine Minion
Militia.jpg Mining Village.jpg Council Room.jpg Mine.jpg Minion.jpg
Courtyard.jpg Chancellor.jpg Steward.jpg Bureaucrat.jpg Conspirator.jpg
Courtyard Chancellor Steward Bureaucrat Conspirator

[edit] Boss Game 16

The translator is found unconscious with a nasty head wound. Both the book and Baron Brigham are missing. One of your pawns sees him leaving the village in a hurry. All your staff seem to have secrets or be part of the sabotage!

Starting decks

  • You: 4 Coppers, 3 Estates, 3 Pawns
  • Torturer: 7 Coppers, 2 Estates, 1 Secret Chamber
  • Jeeves: 7 Coppers, 3 Estates
Torturer [images]
Feast Mining Village Library Minion Saboteur
Feast.jpg Mining Village.jpg Library.jpg Minion.jpg Saboteur.jpg
Pawn.jpg Secret Chamber.jpg Steward.jpg Swindler.jpg Workshop.jpg
Pawn Secret Chamber Steward Swindler Workshop

[edit] Game 17

Your guards give chase to Baron Brigham, but at the bridge they lose his trail. You take your pawns, a torch, and a few guards, and head up to the next trading post.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Lady Lia: 7 Coppers, 3 Estates
Lady Lia [images]
Conspirator Gardens Market Saboteur Trading Post
Conspirator.jpg Gardens.jpg Market.jpg Saboteur.jpg Trading Post.jpg
Pawn.jpg Swindler.jpg Village.jpg Workshop.jpg Bridge.jpg
Pawn Swindler Village Workshop Bridge

[edit] Game 18

When you arrive at the trading post, you meet with Queen Vada and Baron Brigham. She's reading from the foreign book. As you approach, she holds up her hand, motioning your miltia to wait. The bridge that separates you from them begins to crumble.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Gentleman Ivan: 7 Coppers, 3 Estates
Gentleman Ivan [images]
Bridge Militia Remodel Stash Trading Post
Bridge.jpg Militia.jpg Remodel.jpg Stash.jpg Trading Post.jpg
Courtyard.jpg Chancellor.jpg Steward.jpg Swindler.jpg Baron.jpg
Courtyard Chancellor Steward Swindler Baron

[edit] Game 19

You, and many of your pawns and minions become trapped under the rubble. Queen Vada grabs the book and runs back to the secret chamber. With some help you liberate yourself and go after her.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Gentleman Akelin: 7 Coppers, 3 Estates
Gentleman Akelin [images]
Mining Village Moneylender Spy Minion Witch
Mining Village.jpg Moneylender.jpg Spy.jpg Minion.jpg Witch.jpg
Cellar.jpg Pawn.jpg Secret Chamber.jpg Steward.jpg Conspirator.jpg
Cellar Pawn Secret Chamber Steward Conspirator

[edit] Final Boss Game

Queen Vada and Baron Brigham are waiting for you. The beautiful mining village that you visited not so long ago, has become a battlefield. A fireball coming from your enemies' direction chases you as you run for your life. Will you be able to win this time?

Starting decks

  • You: 6 Coppers, 3 Estates, 1 Steward
  • Queen Vada: 5 Coppers, 3 Estates, 1 Swindler, 1 Thief
  • Lady Lia: 7 Coppers, 3 Estates
Queen Vada [images]
Moneylender Remodel Thief Saboteur Trading Post
Moneylender.jpg Remodel.jpg Thief.jpg Saboteur.jpg Trading Post.jpg
Chapel.jpg Steward.jpg Swindler.jpg Baron.jpg Mining Village.jpg
Chapel Steward Swindler Baron Mining Village

[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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