Editing Dominion Campaigns: Intrigue Act 3

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{{Kingdom|Bridge|Scout|Duke|Minion|Upgrade|Cellar|Pawn|Masquerade|Shanty Town|Steward|imgwidth=150|title=Belinda}}
 
{{Kingdom|Bridge|Scout|Duke|Minion|Upgrade|Cellar|Pawn|Masquerade|Shanty Town|Steward|imgwidth=150|title=Belinda}}
  
=== Game 13 ===
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=== Game 13 vs. Squire Stephen ===
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!
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Your torturer concentrates on his new client, Belinda. As the interrogation progresses, you realize that this isn't Belinda...it's her twin sister, Henrietta! You search Belinda's room and find Belinda bound and gagged.
  
'''Starting decks'''
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Kingdom cards: Baron, Bridge, Great Hall, Ironworks, Masquerade, Nobles, Steward, Torturer, Trading Post, Secret Chamber
* You: 7 Coppers, 3 Estates
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* Squire Stephen: 5 Coppers, 1 Duchy, 1 Estate, 2 Masquerades, 1 Province
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{{Kingdom|Bridge|Ironworks|Torturer|Trading Post|Nobles|Secret Chamber|Great Hall|Masquerade|Steward|Baron|imgwidth=150|title=Squire Stephen}}
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=== Game 14 vs. Lady Hildegard ===
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A freed Belinda explains that Henrietta had betrayed her yet again. Henrietta tricked butler Jeeves into participating in the espionage--he thought he was helping Belinda (his secret girlfriend). Belinda begs for his release.
  
=== Game 14 ===
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Kingdom cards: Conspirator, Feast, Great Hall, Ironworks, Mining Village, Shanty Town, Tribute, Upgrade, Witch, Pawn
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!
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'''Starting decks'''
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=== Game 15 vs. Gentleman Egric ===
* You: 7 Coppers, 3 Estates
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Jeeves finally talks: Henrietta had mentioned meeting a conspirator at a rendezvous spot. You send your troops there to arrest anyone who shows up. You have a suspicion that it might be a very good friend of Henrietta.
* Lady Hildegard: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
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{{Kingdom|Ironworks|Mining Village|Tribute|Upgrade|Witch|Pawn|Great Hall|Shanty Town|Conspirator|Feast|imgwidth=150|title=Lady Hildegard}}
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Kingdom cards: Baron, Bridge, Conspirator, Ironworks, Laboratory, Mining Village, Scout, Tribute, Upgrade, Pawn
  
=== Game 15 ===
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=== Boss Game 16 vs. Lord Madison, Lady Hildegard, and Lady Pya ===
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!
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You know that if the conspirator is Lord Madison, your troops are in for quite a fight. He's crafty and good with a sword. You hope he just decides to surrender...
  
'''Starting decks'''
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Kingdom cards: Adventurer, Coppersmith, Council Room, Courtyard, Great Hall, Mining Village, Nobles, Shanty Town, Smithy, Cellar
* You: 7 Coppers, 3 Estates
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* Gentleman Egric: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
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{{Kingdom|Mining Village|Scout|Laboratory|Tribute|Upgrade|Pawn|Baron|Bridge|Conspirator|Ironworks|imgwidth=150|title=Gentleman Egric}}
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=== Boss Game 16 ===
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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?
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'''Starting decks'''
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* You: 7 Coppers, 3 Estates
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* Lord Madison: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
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* Lady Pya: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
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{{Kingdom|Mining Village|Smithy|Council Room|Adventurer|Nobles|Cellar|Courtyard|Great Hall|Shanty Town|Coppersmith|imgwidth=150|title=Lord Madison}}
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=== Game 17 ===
 
=== Game 17 ===

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