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− | [[ | + | [[File:BaseFinale.png|thumb|right|300px|Base Set Finale art]] |
− | + | '''[[Dominion Campaigns]]: Base Set Finale''', (originally subtitled '''Curses'''), is the final Campaign associated with the [[Dominion (base set)|Base set]] on [[Dominion Online]]. In this rules variant, the first Action is played twice, as if a {{Card|Throne Room}} had been played at the start of your turn. This applies only to the player, not to any of the AI opponents. | |
− | '''[[Dominion Campaigns]]: | + | |
== Overview == | == Overview == | ||
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== List of Games == | == List of Games == | ||
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=== Game 1 === | === 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! | 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 | + | '''Starting hands''' |
* You: 7 Coppers, 3 Estates | * You: 7 Coppers, 3 Estates | ||
− | * Serf Filmore: 6 Coppers, 1 | + | * Serf Filmore: 6 Coppers, 1 Silver, 1 Estate, 1 Duchy, 1 Province |
{{Kingdom|Militia|Remodel|Smithy|Market|Mine|Cellar|Moat|Village|Woodcutter|Workshop|imgwidth = 150|title = Serf Filmore}} | {{Kingdom|Militia|Remodel|Smithy|Market|Mine|Cellar|Moat|Village|Woodcutter|Workshop|imgwidth = 150|title = Serf Filmore}} | ||
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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! | 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 | + | '''Starting hands''' |
* You: 7 Coppers, 3 Estates | * You: 7 Coppers, 3 Estates | ||
− | * Serf Agnes: 6 Coppers, 1 | + | * Serf Agnes: 6 Coppers, 1 Silver, 1 Estate, 1 Duchy, 1 Province |
{{Kingdom|Remodel|Smithy|Spy|Thief|Throne Room|Bureaucrat|Feast|Gardens|Militia|Moneylender|imgwidth = 150|title = Serf Agnes}} | {{Kingdom|Remodel|Smithy|Spy|Thief|Throne Room|Bureaucrat|Feast|Gardens|Militia|Moneylender|imgwidth = 150|title = Serf Agnes}} | ||
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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! | 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 | + | '''Starting hands''' |
* You: 7 Coppers, 3 Estates | * You: 7 Coppers, 3 Estates | ||
− | * Maiden Nicholaa: 6 Coppers, 1 | + | * Maiden Nicholaa: 6 Coppers, 1 Silver, 1 Estate, 1 Duchy, 1 Province |
{{Kingdom|Remodel|Library|Market|Mine|Adventurer|Cellar|Chancellor|Bureaucrat|Feast|Moneylender|imgwidth = 150|title = Maiden Nicholaa}} | {{Kingdom|Remodel|Library|Market|Mine|Adventurer|Cellar|Chancellor|Bureaucrat|Feast|Moneylender|imgwidth = 150|title = Maiden Nicholaa}} | ||
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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! | 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 | + | '''Starting hands''' |
* You: 7 Coppers, 3 Estates | * You: 7 Coppers, 3 Estates | ||
− | * Sir Robert: 6 Coppers, 1 | + | * Sir Robert: 6 Coppers, 1 Silver, 1 Estate, 1 Duchy, 1 Province |
* King Rex: 7 Coppers, 3 Estates | * King Rex: 7 Coppers, 3 Estates | ||
{{Kingdom|Throne Room|Council Room|Laboratory|Library|Market|Moat|Village|Feast|Smithy|Spy|imgwidth = 150|title = Sir Robert}} | {{Kingdom|Throne Room|Council Room|Laboratory|Library|Market|Moat|Village|Feast|Smithy|Spy|imgwidth = 150|title = Sir Robert}} | ||
− | === Game 5 === | + | === Game 5 vs. Serf Tilla === |
− | + | Your militia has sent King Rex and Sir Robert running, and it's unlikely that you'll see them again. Access to the river is restored, but recovery is slow. For the time being, frugality and rationing are norms. | |
− | + | Kingdom cards: Cellar, Moat, Village, Gardens, Militia, Moneylender, Thief, Festival, Market, Witch | |
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− | + | === Game 6 vs. Maiden Osanna === | |
+ | With your latest threat eliminated, things have been quiet. You take this opportunity to invest in your villages' infrastructure, since it's the villagers who make your country strong. Happy workers make a happy kingdom. | ||
− | + | Kingdom cards: Cellar, Village, Woodcutter, Workshop, Remodel, Spy, Thief, Laboratory, Library, Adventurer | |
− | === Game | + | === Game 7 vs. Squire Lyman === |
− | + | Now that the countryside is prospering again, it's time to update your castle. The fight with Rex and Robert had left it a less than desirable place to live, and cannon holes in walls make for a drafty castle. Oh, great! Your grandfater, King of Provilia, has decided to visit. | |
− | + | Kingdom cards: Chapel, Chancellor, Workshop, Bureaucrat, Remodel, Smithy, Spy, Thief, Throne Room, Laboratory | |
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− | === Game | + | === Boss Game 8 vs Grandfather and Lady Vluerona === |
− | + | Your opinionated grandfather has taken a new queen (remember that your grandmother is in jail for the murders of your parents). You show him the improvements you've made to the castle and the surrounding village. He decides it's time for you to find a spouse, and a ball is just the event to attract the "right" sort of people. | |
− | + | Kingdom cards: Cellar, Chapel, Moat, Workshop, Gardens, Remodel, Throne Room, Council Room, Library, Mine | |
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− | + | === Game 9 vs. Maiden Marie === | |
+ | An eerie, incessant wind from the north has driven your subjects to seek warmer homesteads. Will anyone be left to attend your ball? The wind is cold and cuts the land with a haunting iciness. At least your castle's walls have been repaired! | ||
− | + | Kingdom cards: Cellar, Chapel, Remodel, Smithy, Spy, Festival, Laboratory, Library, Market, Adventurer | |
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− | ''' | + | === Game 10 vs. Squire Quentin === |
− | + | That witch is back! The witch Jezebel has returned with allies, and you'd be wise to prepare for a fight. You've been told that planting sunflowers in your garden can ward off a witch, but surely it won't be that easy. | |
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− | + | Kingdom cards: Moat, Chancellor, Village, Bureaucrat, Gardens, Spy, Thief, Throne Room, Market, Mine | |
− | === Game | + | === Game 11 vs. Lady Felicia === |
− | + | It's the night of your grandfather's ball, and witch Jezebel has shown up as the guest of someone who must be admitted, your cousin Queen Vada. You couldn't plan a more undesirable guest list. Try to make the best of it. Maybe you'll meet someone special. | |
− | + | Kingdom cards: Cellar, Chancellor, Woodcutter, Feast, Gardens, Moneylender, Throne Room, Council Room, Festival, Witch | |
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− | + | === Boss Game 12 vs. Witch Jezebel and Queen Vada === | |
+ | Despite the unwanted guests, the ball was a success. You finally found someone you believe would make a good mate and co-ruler. Is it love? If you could limit witch Jezebel and Queen Vada's machinations, you'd have time to spend on affairs of the heart. | ||
− | + | Kingdom cards: Cellar, Chancellor, Village, Bureaucrat, Feast, Moneylender, Spy, Festival, Market, Adventurer | |
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− | ''' | + | === Game 13 vs. Squire Wolfe === |
− | + | Queen Vada didn't like the cold wind, so she went home. The sunflowers in your gardens are taming witch Jezebel's powers a little, but she's renewed her alliance with King Leo. The last thing you need is those two teaming up. | |
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− | + | Kingdom cards: Cellar, Village, Workshop, Gardens, Militia, Remodel, Smithy, Spy, Market, Mine | |
− | === Game | + | === Game 14 vs. Lady Vluerona === |
− | + | Courting a new love is difficult enough, even without the distraction of King Leo once again trying to take your lands. He and witch Jezebel are planning something, but what? | |
− | + | Kingdom cards: Chapel, Village, Woodcutter, Workshop, Militia, Moneylender, Smithy, Market, Mine, Witch | |
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− | + | === Game 15 vs. Gentleman Ashton === | |
+ | You knew something would happen, and witch Jezebel didn't disappoint: she turned your new love into a frog. It's not exactly the best of situations. Should your throne room contain a lily pond? Time to hire your own witches to throw some counter-spells. | ||
− | + | Kingdom cards: Moat, Village, Bureaucrat, Gardens, Thief, Council Room, Festival, Laboratory, Library, Adventurer | |
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− | + | === Boss Game 16 vs. Overlord Hogan IV, Lady Felicia and Gentleman Preston === | |
− | + | You visit the chapel in search of additional help. Will a few coppers in the coffer remove the curse on your beloved frog? Overlord Hogan is back in town, and he's developed a taste for frogs' legs. | |
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− | + | Kingdom cards: Cellar, Chapel, Moat, Gardens, Militia, Moneylender, Spy, Thief, Witch, Adventurer | |
− | === Game | + | === Game 17 vs. Lady Marigold === |
− | + | Witch Jezebel has decided to make one last stand with help from her friend, Overlord Hogan. Her powers are so strong now! Your love is still a frog, and you're just not sure who can help. the chapel personnel promise success with the donation of a gold or two. | |
− | + | Kingdom cards: Moat, Chancellor, Village, Woodcutter, Workshop, Feast, Remodel, Market, Mine, Witch | |
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− | + | === Game 18 vs. Gentleman Keaton === | |
+ | The chapel is demanding more gold, as breaking curses is an expensive process. You put pressure on the villagers and have your bureaucrats raise taxes. You increase shifts at the mine. You even visit the town's moneylenders. You might be close to lifting the curse. | ||
− | + | Kingdom cards: Chancellor, Village, Workshop, Feast, Moneylender, Remodel, Throne Room, Festival, Laboratory, Witch | |
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− | ' | + | === Game 19 vs. Gentleman Preston === |
− | + | Overlord Hogan desperately wants a taste of your love's juicy frog legs, and in his desperation, comes at you with a huge fork and a very point knife. The tines of the fork scratch your face, and you wonder how deeply the knife could cut. | |
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− | + | Kingdom cards: Moat, Village, Woodcutter, Bureaucrat, Gardens, Moneylender, Remodel, Library, Market, Mine | |
− | === Game | + | === Boss Game 20 vs. Grandfather, Queen Vada and Overlord Hogan IV === |
− | + | The chapel assures you that restoration of your love is very close, but will it happen quickly enough to prevent a Captain's Platter? | |
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− | + | Kingdom cards: Cellar, Village, Woodcutter, Remodel, Spy, Throne Room, Festival, Laboratory, Market, Mine | |
{{Navbox MF Campaigns}} | {{Navbox MF Campaigns}} | ||
[[Category:Dominion Campaigns]] | [[Category:Dominion Campaigns]] |