Dominion Campaigns: Intrigue Act 3

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Completed map for Intrigue - Act 3.

Dominion Campaigns: Intrigue Act 3, (originally subtitled Kin and Kingdoms), is the third and final act of the Intrigue Campaign on Dominion Online. It comes with the purchase of Intrigue. In this rules variant, your hand consists of 6 cards, not 5. This applies only to the player, not to any of the AI opponents.

Contents

[edit] Campaign Overview

Family conflict closes in from all sides as the Provilians make an attempt to conquer Vaccara.

[edit] List of Games

In all games, there is a rules variant: the player's hand consists of 6 cards, not 5. This does not apply to the AI opponents.

[edit] Game 1

Many in your kingdom claim a title of nobility. It's time to expand and create new duchies! You send some adventurers to explore several nearby shanty towns that can be conquered for that purpose.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Serf Hunwald: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Serf Hunwald [images]
Gardens Duke Adventurer Harem Nobles
Gardens.jpg Duke.jpg Adventurer.jpg Harem.jpg Nobles.jpg
Cellar.jpg Courtyard.jpg Great Hall.jpg Shanty Town.jpg Bridge.jpg
Cellar Courtyard Great Hall Shanty Town Bridge
Landscapes and Additional Cards

[edit] Game 2

Your scouts stay busy, looking for lands to purchase or conquer. They report that some of the villages on the outskirts of Vaccara are more like deserts than towns. It will be hard to populate those places!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Serf Zebulon: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Serf Zebulon [images]
Mining Village Scout Smithy Council Room Laboratory
Mining Village.jpg Scout.jpg Smithy.jpg Council Room.jpg Laboratory.jpg
Courtyard.jpg Secret Chamber.jpg Shanty Town.jpg Wishing Well.jpg Coppersmith.jpg
Courtyard Secret Chamber Shanty Town Wishing Well Coppersmith
Landscapes and Additional Cards

[edit] Game 3

Cousin Belinda, who saved you from her conspiratorial twin sister Henrietta, is visiting. You send a group of adventurers to meet her at a nearby trading post. They are ordered to escort her to the castle bridge. It's the least you can do for her!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Maiden Jessica: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Maiden Jessica [images]
Conspirator Festival Trading Post Adventurer Harem
Conspirator.jpg Festival.jpg Trading Post.jpg Adventurer.jpg Harem.jpg
Chapel.jpg Swindler.jpg Wishing Well.jpg Woodcutter.jpg Bridge.jpg
Chapel Swindler Wishing Well Woodcutter Bridge
Landscapes and Additional Cards

[edit] Boss Game 4

Baron Writingham arrived with his army. He's not happy that you annexed some land that he wanted for himself. To calm him down, you offer to hold a masquerade in his honor. And to your surprise cousin Belinda, of all noblewomen at the party, captures his attention!

Starting decks

  • You: 6 Coppers, 3 Estates, 1 Masquerade
  • Grandfather: 6 Coppers, 2 Nobles, 1 Province, 1 Silver
Grandfather [images]
Conspirator Scout Spy Duke Nobles
Conspirator.jpg Scout.jpg Spy.jpg Duke.jpg Nobles.jpg
Pawn.jpg Masquerade.jpg Steward.jpg Baron.jpg Bureaucrat.jpg
Pawn Masquerade Steward Baron Bureaucrat
Landscapes and Additional Cards

[edit] Game 5

Your push-back worked, and Baron Writingham has quietly gone home, for now. He has promised to return to ask for Belinda's hand. Your worries grow when your spies inform you that he has a reputation for torturing his minions.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Serf Ysmay: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Serf Ysmay [images]
Thief Minion Saboteur Torturer Witch
Thief.jpg Minion.jpg Saboteur.jpg Torturer.jpg Witch.jpg
Moat.jpg Swindler.jpg Bureaucrat.jpg Militia.jpg Spy.jpg
Moat Swindler Bureaucrat Militia Spy
Landscapes and Additional Cards

[edit] Game 6

Your cousin Belinda has not stopped talking about her new love interest since the party. You try to distract her by putting her in charge of the renovation of the great hall and the throne room. Hopefully, that will make her forget the baron!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Maiden Lindara: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Maiden Lindara [images]
Moneylender Remodel Throne Room Saboteur Upgrade
Moneylender.jpg Remodel.jpg Throne Room.jpg Saboteur.jpg Upgrade.jpg
Cellar.jpg Courtyard.jpg Great Hall.jpg Shanty Town.jpg Ironworks.jpg
Cellar Courtyard Great Hall Shanty Town Ironworks
Landscapes and Additional Cards

[edit] Game 7

Some regional lords in your newly acquired lands aren't being very nice, and they refuse to pay you a tribute. This is really bad news! The spies have assured you that many of those villages have rich iron mines to exploit.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Squire Clifton: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Squire Clifton [images]
Mining Village Spy Festival Market Tribute
Mining Village.jpg Spy.jpg Festival.jpg Market.jpg Tribute.jpg
Cellar.jpg Pawn.jpg Great Hall.jpg Shanty Town.jpg Village.jpg
Cellar Pawn Great Hall Shanty Town Village
Landscapes and Additional Cards

[edit] Boss Game 8

Since cousin Belinda continues with the renovations, you decide to hold your council meetings in a secret chamber. Only your personal staff know its location inside the castle. That should keep the saboteurs away!

Starting decks

  • You: 5 Coppers, 3 Estates, 2 Ironworks
  • Jeeves: 5 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Saboteur, 1 Silver
  • Squire Stephen: 5 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Saboteur, 1 Silver
Jeeves [images]
Militia Remodel Council Room Saboteur Trading Post
Militia.jpg Remodel.jpg Council Room.jpg Saboteur.jpg Trading Post.jpg
Moat.jpg Secret Chamber.jpg Village.jpg Workshop.jpg Ironworks.jpg
Moat Secret Chamber Village Workshop Ironworks
Landscapes and Additional Cards

[edit] Game 9

Bad news! Your cook has been found passing information to the lords who stand against you. You throw him in the dungeon, and the torturer makes him confess everything he knows. He says the mines located in your new lands are not iron mines but copper.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Maiden Esmaredla: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Maiden Esmaredla [images]
Ironworks Mining Village Saboteur Torturer Upgrade
Ironworks.jpg Mining Village.jpg Saboteur.jpg Torturer.jpg Upgrade.jpg
Courtyard.jpg Masquerade.jpg Shanty Town.jpg Bridge.jpg Coppersmith.jpg
Courtyard Masquerade Shanty Town Bridge Coppersmith
Landscapes and Additional Cards

[edit] Game 10

You don't have time to take care of the lords who refuse to pay you tribute. Baron Writingham is waiting for you in the great hall accompanied by his pawns and stewards. Apparently the baron wants to add Belinda to his harem!

Starting decks

  • You: 7 Coppers, 3 Great Halls
  • Squire Denis: 5 Coppers, 1 Duchy, 1 Great Hall, 1 Province, 1 Silver, 1 Tribute
Squire Denis [images]
Bridge Trading Post Tribute Harem Nobles
Bridge.jpg Trading Post.jpg Tribute.jpg Harem.jpg Nobles.jpg
Pawn.jpg Great Hall.jpg Masquerade.jpg Steward.jpg Baron.jpg
Pawn Great Hall Masquerade Steward Baron
Landscapes and Additional Cards

[edit] Game 11

You find Belinda sitting on the wishing well. She's spent a fortune asking for her beloved to return. It's settled then! Your sweet cousin and the baron get married right away, and you throw a huge party for them.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Lady Pya: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Lady Pya [images]
Ironworks Library Mine Minion Upgrade
Ironworks.jpg Library.jpg Mine.jpg Minion.jpg Upgrade.jpg
Masquerade.jpg Swindler.jpg Village.jpg Wishing Well.jpg Feast.jpg
Masquerade Swindler Village Wishing Well Feast
Landscapes and Additional Cards

[edit] Boss Game 12

The minions and pawns finally manage to put Belinda's wardrobe into a trunk. As she is climbing into her husband's carriage to leave, you feel a shiver going down your spine. This can't be a good sign! Just in case, you order your scouts to escort the newlyweds to the nearby bridge.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Belinda: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
  • Gentleman Egric: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Belinda [images]
Bridge Scout Duke Minion Upgrade
Bridge.jpg Scout.jpg Duke.jpg Minion.jpg Upgrade.jpg
Cellar.jpg Pawn.jpg Masquerade.jpg Shanty Town.jpg Steward.jpg
Cellar Pawn Masquerade Shanty Town Steward
Landscapes and Additional Cards

[edit] Game 13

Now that the Baron and Belinda are on the go, you resume the meetings with in the secret chamber. You have a lot of catching up to do! Jeeves, your former butler, was at the mercy of the torturer's all along. He talked, and provided the identity of several nobles who are plotting against you!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Squire Stephen: 5 Coppers, 1 Duchy, 1 Estate, 2 Masquerades, 1 Province
Squire Stephen [images]
Bridge Ironworks Torturer Trading Post Nobles
Bridge.jpg Ironworks.jpg Torturer.jpg Trading Post.jpg Nobles.jpg
Secret Chamber.jpg Great Hall.jpg Masquerade.jpg Steward.jpg Baron.jpg
Secret Chamber Great Hall Masquerade Steward Baron
Landscapes and Additional Cards

[edit] Game 14

Your tolerance was significantly diminished after the last incident with the witches. So this time you decide to throw an attack against the mining villages and their conspiratorial landlords. You even force them to pay double tribute!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Lady Hildegard: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Lady Hildegard [images]
Ironworks Mining Village Tribute Upgrade Witch
Ironworks.jpg Mining Village.jpg Tribute.jpg Upgrade.jpg Witch.jpg
Pawn.jpg Great Hall.jpg Shanty Town.jpg Conspirator.jpg Feast.jpg
Pawn Great Hall Shanty Town Conspirator Feast
Landscapes and Additional Cards

[edit] Game 15

Now that the mining villages have begun to pay their taxes, you have enough resources to make some improvements. You can finally expand the laboratory, and a new bridge would make your castle look better!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Gentleman Egric: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Gentleman Egric [images]
Mining Village Scout Laboratory Tribute Upgrade
Mining Village.jpg Scout.jpg Laboratory.jpg Tribute.jpg Upgrade.jpg
Pawn.jpg Baron.jpg Bridge.jpg Conspirator.jpg Ironworks.jpg
Pawn Baron Bridge Conspirator Ironworks
Landscapes and Additional Cards

[edit] Boss Game 16

A group of adventurers reach the great hall with a strange report. Rebellious landlords of mining villages have gathered all their strength for one last attack. This is not possible! All their gold goes to your coffers, so how have they managed to build a new army without any resources?

Starting decks

  • You: 7 Coppers, 3 Estates
  • Lord Madison: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
  • Lady Pya: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Lord Madison [images]
Mining Village Smithy Council Room Adventurer Nobles
Mining Village.jpg Smithy.jpg Council Room.jpg Adventurer.jpg Nobles.jpg
Cellar.jpg Courtyard.jpg Great Hall.jpg Shanty Town.jpg Coppersmith.jpg
Cellar Courtyard Great Hall Shanty Town Coppersmith
Landscapes and Additional Cards

[edit] Game 17

You're about to be attacked--a large army from the mining villages is approaching your courtyard. Among the crowd you spy a swordsman in black armor. Who is he? Can he be the person who has been funding the rebel landlords' sabotage?

Starting decks

  • You: 7 Coppers, 3 Estates
  • Lady Godelina: 4 Coppers, 1 Courtyard, 2 Estates, 1 Province, 2 Tributes
Lady Godelina [images]
Minion Saboteur Trading Post Tribute Upgrade
Minion.jpg Saboteur.jpg Trading Post.jpg Tribute.jpg Upgrade.jpg
Courtyard.jpg Secret Chamber.jpg Great Hall.jpg Ironworks.jpg Mining Village.jpg
Courtyard Secret Chamber Great Hall Ironworks Mining Village
Landscapes and Additional Cards

[edit] Game 18

It's Baron Writingham! You knew that he was a shady character, Grandmother Provilia, but you had higher hopes for cousin Belinda. That's why you spared her life when she was captured over the bridge by one of your scouts during the attack! After all she's family!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Gentleman Faran: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Gentleman Faran [images]
Bridge Mining Village Scout Minion Nobles
Bridge.jpg Mining Village.jpg Scout.jpg Minion.jpg Nobles.jpg
Chancellor.jpg Great Hall.jpg Shanty Town.jpg Steward.jpg Wishing Well.jpg
Chancellor Great Hall Shanty Town Steward Wishing Well
Landscapes and Additional Cards

[edit] Game 19

Your troops beat back Baron Writingham's army, following them as they retreat. But now the castle is being attacked again! The bad guys somehow breached the royal guard, raided your dungeon, and rescued cousin Belinda.

Starting decks

  • You: 5 Coppers, 1 Duke, 2 Estates, 2 Pawns
  • Gentleman Osric: 5 Coppers, 2 Estates, 2 Minions, 1 Province
Gentleman Osric [images]
Ironworks Duke Minion Torturer Tribute
Ironworks.jpg Duke.jpg Minion.jpg Torturer.jpg Tribute.jpg
Courtyard.jpg Pawn.jpg Secret Chamber.jpg Masquerade.jpg Baron.jpg
Courtyard Pawn Secret Chamber Masquerade Baron
Landscapes and Additional Cards

[edit] Final Boss Game

You call every able-bodied man to arms--you must beat back your grandfather's army. Provilia must fall; Vaccara must win. It's all or nothing.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Grandfather: 5 Coppers, 1 Duchy, 1 Estate, 1 Moat, 1 Province, 1 Silver
  • Soldier: 5 Coppers, 1 Duchy, 1 Estate, 1 Moat, 1 Province, 1 Silver
Grandfather Part II [images]
Swindler Village Torturer Tribute Witch
Swindler.jpg Village.jpg Torturer.jpg Tribute.jpg Witch.jpg
Chapel.jpg Moat.jpg Pawn.jpg Secret Chamber.jpg Shanty Town.jpg
Chapel Moat Pawn Secret Chamber Shanty Town
Landscapes and Additional Cards

[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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