Dominion Campaigns: Seaside Act 3

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Completed map for Seaside - Act 3.

Dominion Campaigns: Seaside Act 3 (originally subtitled Old Friends), is the third and final Act of the Seaside Campaign on Dominion Online. It comes with the purchase of Seaside. In this rules variant, you get 3 extra turns at the start of the game. This applies only to the player, not to any of the AI opponents.

Contents

[edit] Campaign Overview

A journey into uncharted territory reunites you with some vengeful witches.

[edit] List of Games

In all games, there is a rules variant: the player gets 3 extra turns at the start of the game. This does not apply to the AI opponents.

[edit] Game 1

Captain Althea, Ela Thorodan and you are looking for a change of scenery, so you plan a short three-hour tour to Vaccara's coastal outposts. A storm explodes on the horizon, and you can't outrun it. You've hit a reef--Captain Althea calls out, "Abandon ship!"

Starting decks

  • You: 7 Coppers, 3 Estates
  • Serf Archer: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Serf Archer [+/-]
Caravan Merchant Ship Outpost Tactician Wharf
Caravan.jpg Merchant Ship.jpg Outpost.jpg Tactician.jpg Wharf.jpg
Embargo.jpg Haven.jpg Lighthouse.jpg Pearl Diver.jpg Fishing Village.jpg
Embargo Haven Lighthouse Pearl Diver Fishing Village

[edit] Game 2

You swim to the nearest shore, but you don't recognize this part of your kingdom. Are you on an island? Your ship is sinking, and you leave it to the reef. You know you'll need food and water soon, so you start exploring your surroundings.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Serf Mary: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Serf Mary [+/-]
Island Navigator Explorer Tactician Treasury
Island.jpg Navigator.jpg Explorer.jpg Tactician.jpg Treasury.jpg
Native Village.jpg Pearl Diver.jpg Lookout.jpg Smugglers.jpg Warehouse.jpg
Native Village Pearl Diver Lookout Smugglers Warehouse

[edit] Game 3

There's no civilization in sight, but there are rabbits to hunt and a small stream with drinkable water. Captain Althea takes a party to salvage all they can from the wrecked ship. Ela gathers the rest of the crew and organizes a caravan to climb to the highest cliff and scan the horizon.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Maiden Lettice: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Maiden Lettice [+/-]
Cutpurse Salvager Sea Hag Bazaar Treasury
Cutpurse.jpg Salvager.jpg Sea Hag.jpg Bazaar.jpg Treasury.jpg
Ambassador.jpg Fishing Village.jpg Lookout.jpg Smugglers.jpg Caravan.jpg
Ambassador Fishing Village Lookout Smugglers Caravan

[edit] Boss Game 4

Weeks go by with no sign of friend or foe. The crew have begun to lose their strength and you fear the worst. You propose to build a bonfire as beacon to attract any passing merchant ship. You cross your fingers so that no pirates see the signal!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Captain Althea: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Captain Althea [+/-]
Caravan Pirate Ship Ghost Ship Merchant Ship Wharf
Caravan.jpg Pirate Ship.jpg Ghost Ship.jpg Merchant Ship.jpg Wharf.jpg
Embargo.jpg Lighthouse.jpg Native Village.jpg Smugglers.jpg Warehouse.jpg
Embargo Lighthouse Native Village Smugglers Warehouse

[edit] Game 5

After a few days, you're struck with a fever. Fortunately Ela proves to be a worthy nurse as well as a friend. Despite being in poor health you notice Captain Althea's concern; a salvager and her best lookout disappeared during an expedition to the center of the island. You might not be alone!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Serf Valenia: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Serf Valenia [+/-]
Spy Thief Treasure Map Festival Mine
Spy.jpg Thief.jpg Treasure Map.jpg Festival.jpg Mine.jpg
Ambassador.jpg Lookout.jpg Bureaucrat.jpg Salvager.jpg Sea Hag.jpg
Ambassador Lookout Bureaucrat Salvager Sea Hag

[edit] Game 6

You recover from your illness, and you organize an expedition to the interior of the island in search of the missing men. You pass a desert, then boggy fields, and finally you come to an abandoned warehouse! The place is full of treasures! Apparently, you have found a pirate's lair.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Maiden Joanna: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Maiden Joanna [+/-]
Warehouse Cutpurse Island Pirate Ship Treasury
Warehouse.jpg Cutpurse.jpg Island.jpg Pirate Ship.jpg Treasury.jpg
Haven.jpg Lighthouse.jpg Pearl Diver.jpg Ambassador.jpg Smugglers.jpg
Haven Lighthouse Pearl Diver Ambassador Smugglers

[edit] Game 7

Your men pounce on the chests full of gems and gold coins. You, Ela and Captain Althea walk away from the scene and spot, not far from the warehouse, a wharf and a deserted lighthouse. Wait! A light has begun to shine in the lantern room!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Squire Redwald: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Squire Redwald [+/-]
Island Pirate Ship Treasure Map Merchant Ship Wharf
Island.jpg Pirate Ship.jpg Treasure Map.jpg Merchant Ship.jpg Wharf.jpg
Lighthouse.jpg Native Village.jpg Smugglers.jpg Warehouse.jpg Caravan.jpg
Lighthouse Native Village Smugglers Warehouse Caravan

[edit] Boss Game 8

There's no time to waste! The pirates are docking in the haven. Captain Althea orders her men to leave the treasure and run, but they end up mutinying. You and Ela help the Captain to put the situation under control, but you fear the pirates may arrive at any time.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Sir Robert: 1 Ambassador, 5 Coppers, 2 Estates, 1 Province, 1 Tactician
  • Maiden Lettice: 7 Coppers, 3 Estates
Sir Robert [+/-]
Navigator Salvager Explorer Outpost Tactician
Navigator.jpg Salvager.jpg Explorer.jpg Outpost.jpg Tactician.jpg
Embargo.jpg Haven.jpg Ambassador.jpg Fishing Village.jpg Lookout.jpg
Embargo Haven Ambassador Fishing Village Lookout

[edit] Game 9

In the middle of the fight between your men and the pirates, Ela dragged you away from the scene. There was not much you could do; you were outnumbered by the pirates. Full of anger, you see from the distance how they celebrate the capture of Captain Althea and the other survivors.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Maiden Joya: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Maiden Joya [+/-]
Treasure Map Bazaar Ghost Ship Library Wharf
Treasure Map.jpg Bazaar.jpg Ghost Ship.jpg Library.jpg Wharf.jpg
Ambassador.jpg Cutpurse.jpg Feast.jpg Salvager.jpg Sea Hag.jpg
Ambassador Cutpurse Feast Salvager Sea Hag

[edit] Game 10

Your honor doesn't allow you to leave Captain Althea's fate in pirate's hands. You return to the place the next morning only to find it completely abandoned. The pirates have taken the prisoners and departed to parts unknown. You were not expecting this!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Squire Tarquin: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Squire Tarquin [+/-]
Treasure Map Bazaar Ghost Ship Tactician Treasury
Treasure Map.jpg Bazaar.jpg Ghost Ship.jpg Tactician.jpg Treasury.jpg
Moat.jpg Moneylender.jpg Pirate Ship.jpg Sea Hag.jpg Thief.jpg
Moat Moneylender Pirate Ship Sea Hag Thief

[edit] Game 11

You and Ela return to the shore where your ship sank. The bonfire you lit to call for help is still burning, and it seems to have attracted the attention of a merchant ship. You might be able to rescue Captain Althea after all!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Lady Philippa: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Lady Philippa [+/-]
Explorer Merchant Ship Tactician Treasury Wharf
Explorer.jpg Merchant Ship.jpg Tactician.jpg Treasury.jpg Wharf.jpg
Embargo.jpg Haven.jpg Lighthouse.jpg Navigator.jpg Bazaar.jpg
Embargo Haven Lighthouse Navigator Bazaar

[edit] Boss Game 12

The merchant ship that rescued you and Ela delivers pearls from the distant fishing villages to the your kingdom's capital city. You ask the crew to overcome all the odds and reach port as soon as possible. You have a friend to rescue!

Starting decks

  • You: 7 Coppers, 1 Estate, 2 Pearl Divers
  • Witch Jezebel: 4 Coppers, 2 Estates, 1 Fishing Village, 1 Merchant Ship, 1 Outpost, 1 Province
  • Lady Philippa: 7 Coppers, 3 Estates
Witch Jezebel [+/-]
Cutpurse Navigator Explorer Merchant Ship Outpost
Cutpurse.jpg Navigator.jpg Explorer.jpg Merchant Ship.jpg Outpost.jpg
Lighthouse.jpg Native Village.jpg Pearl Diver.jpg Fishing Village.jpg Caravan.jpg
Lighthouse Native Village Pearl Diver Fishing Village Caravan

[edit] Game 13

You gather a group of your best men and depart again to the pirate island. Your plan is to confiscate the treasure the pirates have hidden in the warehouse and exchange it for Althea's life.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Squire Solomon: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Squire Solomon [+/-]
Island Pirate Ship Bazaar Ghost Ship Treasury
Island.jpg Pirate Ship.jpg Bazaar.jpg Ghost Ship.jpg Treasury.jpg
Embargo.jpg Haven.jpg Lookout.jpg Smugglers.jpg Warehouse.jpg
Embargo Haven Lookout Smugglers Warehouse

[edit] Game 14

Your plan proves to be an excellent tactical decision! It doesn't take long before an envoy of the pirates shows up in front of your throne to negotiate with you the exchange of Captain Althea's life for the pirate's treasure.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Lady Thomasine: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Lady Thomasine [+/-]
Throne Room Treasure Map Laboratory Tactician Wharf
Throne Room.jpg Treasure Map.jpg Laboratory.jpg Tactician.jpg Wharf.jpg
Ambassador.jpg Village.jpg Salvager.jpg Sea Hag.jpg Spy.jpg
Ambassador Village Salvager Sea Hag Spy

[edit] Game 15

You do not wish to welcome pirates inside your city, so the transaction will take place in a distant fishing village. A caravan is responsible for transporting the treasure to the specified location. You and Ela ride close behind them guarding the convoy from attack by thieves.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Gentleman Benjamin: 2 Coppers, 3 Embargoes, 2 Estates, 2 Fishing Villages, 1 Province
Gentleman Benjamin [+/-]
Caravan Thief Treasure Map Ghost Ship Library
Caravan.jpg Thief.jpg Treasure Map.jpg Ghost Ship.jpg Library.jpg
Embargo.jpg Native Village.jpg Pearl Diver.jpg Ambassador.jpg Fishing Village.jpg
Embargo Native Village Pearl Diver Ambassador Fishing Village

[edit] Boss Game 16

As expected, several pirate hordes assault the caravan in an attempt to cheat on the agreement they have with you and recover their treasure. Luckily, they don't catch you off guard!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Witch Jezebel: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
  • Sea Hag: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Witch Jezebel Part II [+/-]
Cutpurse Island Bazaar Ghost Ship Treasury
Cutpurse.jpg Island.jpg Bazaar.jpg Ghost Ship.jpg Treasury.jpg
Embargo.jpg Haven.jpg Native Village.jpg Smugglers.jpg Warehouse.jpg
Embargo Haven Native Village Smugglers Warehouse

[edit] Game 17

You, Ela and the caravan continue your course towards the fishing village. You expect the pirates still want to negotiate with you! It seems like they do; one explorers ensures you that a pirate ship is docked at the wharf.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Lady Ellen: 5 Coppers, 1 Duchy, 1 Estate, 2 Pirate Ships, 1 Province
Lady Ellen [+/-]
Salvager Treasure Map Explorer Outpost Wharf
Salvager.jpg Treasure Map.jpg Explorer.jpg Outpost.jpg Wharf.jpg
Fishing Village.jpg Lookout.jpg Caravan.jpg Navigator.jpg Pirate Ship.jpg
Fishing Village Lookout Caravan Navigator Pirate Ship

[edit] Game 18

You order your men to remain stationed nearby; you don't want to jeopardize Captain Althea's life. A horse and rider come down from the pirate ship and appear on the distant shore. Who is this?

Starting decks

  • You: 7 Coppers, 3 Estates
  • Gentleman Ingvar: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Gentleman Ingvar [+/-]
Ghost Ship Merchant Ship Outpost Tactician Wharf
Ghost Ship.jpg Merchant Ship.jpg Outpost.jpg Tactician.jpg Wharf.jpg
Lighthouse.jpg Pearl Diver.jpg Ambassador.jpg Smugglers.jpg Sea Hag.jpg
Lighthouse Pearl Diver Ambassador Smugglers Sea Hag

[edit] Game 19

You're stunned to see a familiar face--the rider with the horse is Captain Althea! But why is she wielding a sword? Before you can form the idea in your mind, you hear Ela yelling, "She's a traitor!"

Starting decks

  • You: 7 Coppers, 3 Estates
  • Gentleman Hal: 4 Coppers, 2 Estates, 1 Province, 2 Treasure Maps, 1 Warehouse
Gentleman Hal [+/-]
Navigator Salvager Treasure Map Bazaar Treasury
Navigator.jpg Salvager.jpg Treasure Map.jpg Bazaar.jpg Treasury.jpg
Haven.jpg Lookout.jpg Warehouse.jpg Caravan.jpg Cutpurse.jpg
Haven Lookout Warehouse Caravan Cutpurse

[edit] Final Boss Game

Hundreds of pirates appear from different areas of the fishing village. Apparently, Captain Althea made a deal with her captors while she was on board of the pirate ship. Her betrayal hurts you deeply, but you are not letting her get away with it!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Witch Jezebel: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
  • Sea Hag: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Witch Jezebel Part III [+/-]
Lookout Smugglers Island Navigator Pirate Ship
Lookout.jpg Smugglers.jpg Island.jpg Navigator.jpg Pirate Ship.jpg
Embargo.jpg Haven.jpg Native Village.jpg Ambassador.jpg Fishing Village.jpg
Embargo Haven Native Village Ambassador Fishing 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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