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[[Image:CampaignIntrigue3.png|thumb|right|750px|Completed map for Intrigue - Act 3.]]
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[[File:IntrigueFinale.png|thumb|right|300px|Intrigue Finale art]]
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'''[[Dominion Adventures]]: Intrigue Finale''', subtitled '''Kin and Kingdoms''', is the final section of the Intrigue Adventures on [[Goko]].  It's available for a purchase of Coins, but cannot be played until [[Dominion Adventures: Intrigue Act 1|Act 1]] and [[Dominion Adventures: Intrigue Act 2|Act 2]] are completed. The cards available include the entire [[Intrigue]] expansion, as well as the [[Dominion (base set)|Base set]].
  
'''[[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.
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== Adventure Overview ==
 
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== Campaign Overview ==
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Family conflict closes in from all sides as the Provilians make an attempt to conquer Vaccara.
 
Family conflict closes in from all sides as the Provilians make an attempt to conquer Vaccara.
  
== List of Games ==
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== List of Scenes ==
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.
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=== Game 1 ===
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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.
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'''Starting decks'''
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* You: 7 Coppers, 3 Estates
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* Serf Hunwald: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
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{{Kingdom|Gardens|Duke|Adventurer|Harem|Nobles|Cellar|Courtyard|Great Hall|Shanty Town|Bridge|imgwidth=150|title=Serf Hunwald}}
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=== Game 2 ===
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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!
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'''Starting decks'''
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* You: 7 Coppers, 3 Estates
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* Serf Zebulon: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
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{{Kingdom|Mining Village|Scout|Smithy|Council Room|Laboratory|Courtyard|Secret Chamber|Shanty Town|Wishing Well|Coppersmith|imgwidth=150|title=Serf Zebulon}}
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=== Game 3 ===
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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!
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'''Starting decks'''
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* You: 7 Coppers, 3 Estates
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* Maiden Jessica: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
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{{Kingdom|Conspirator|Festival|Trading Post|Adventurer|Harem|Chapel|Swindler|Wishing Well|Woodcutter|Bridge|imgwidth=150|title=Maiden Jessica}}
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=== Boss Game 4 ===
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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!
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'''Starting decks'''
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* You: 6 Coppers, 3 Estates, 1 Masquerade
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* Grandfather: 6 Coppers, 2 Nobles, 1 Province, 1 Silver
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{{Kingdom|Conspirator|Scout|Spy|Duke|Nobles|Pawn|Masquerade|Steward|Baron|Bureaucrat|imgwidth=150|title=Grandfather}}
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=== Game 5 ===
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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.
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'''Starting decks'''
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* You: 7 Coppers, 3 Estates
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* Serf Ysmay: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
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{{Kingdom|Thief|Minion|Saboteur|Torturer|Witch|Moat|Swindler|Bureaucrat|Militia|Spy|imgwidth=150|title=Serf Ysmay}}
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=== Game 6 ===
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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!
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'''Starting decks'''
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* You: 7 Coppers, 3 Estates
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* Maiden Lindara: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
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{{Kingdom|Moneylender|Remodel|Throne Room|Saboteur|Upgrade|Cellar|Courtyard|Great Hall|Shanty Town|Ironworks|imgwidth=150|title=Maiden Lindara}}
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=== Game 7 ===
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=== Intro text ===
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.
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Unexpected events unfold in the final chapter of the Intrigue Adventure, as the sisters return, and regional warlords stage a revolt. Danger lurks everywhere, and Grandfather makes uncomfortable demands.
  
'''Starting decks'''
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=== Game 1 vs. Serf Hunwald ===
* You: 7 Coppers, 3 Estates
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Your enemies are everywhere. It's not paranoia if everyone really is trying to kill you. You're even starting to wonder about your love's loyalty.
* Squire Clifton: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
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{{Kingdom|Mining Village|Spy|Festival|Market|Tribute|Cellar|Pawn|Great Hall|Shanty Town|Village|imgwidth=150|title=Squire Clifton}} 
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Kingdom cards: Adventurer, Bridge, Courtyard, Duke, Gardens, Great Hall, Harem, Nobles, Shanty Town, Cellar
  
=== Boss Game 8 ===
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=== Game 2 vs. Serf Zebulon ===
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!
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Your scouts stay busy, looking for lands to purchase or conquer. They report that some of your formerly thriving villages on the outskirts of Vaccara are now deserted ruins.
  
'''Starting decks'''
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Kingdom cards: Coppersmith, Council Room, Laboratory, Mining Village, Scout, Secret Chamber, Shanty Town, Smithy, Wishing Well, Courtyard
* You: 5 Coppers, 3 Estates, 2 Ironworks
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* Jeeves: 5 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Saboteur, 1 Silver
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* Squire Stephen: 5 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Saboteur, 1 Silver
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{{Kingdom|Militia|Remodel|Council Room|Saboteur|Trading Post|Moat|Secret Chamber|Village|Workshop|Ironworks|imgwidth=150|title=Jeeves}}
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=== Game 3 vs. Maiden Jessica ===
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Cousin Belinda, who saved you from her twin sister Henrietta, is visiting. Now Grandfather Provilia sends word that he'll be dropping by. You don't have time for family matters. There's an empire to run!
  
=== Game 9 ===
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Kingdom cards: Adventurer, Bridge, Conspirator, Festival, Harem, Swindler, Trading Post, Wishing Well, Woodcutter, Chapel
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.
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'''Starting decks'''
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=== Boss Game 4 vs. Grandfather ===
* You: 7 Coppers, 3 Estates
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Grandfather Provilia arrived with his army. He's not happy that you annexed some land that he wanted. His new wife left him, and now he's demanding that you release his imprisoned ex, Grandmother Provilia, even though she had your parents murdered.
* Maiden Esmaredla: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
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{{Kingdom|Ironworks|Mining Village|Saboteur|Torturer|Upgrade|Courtyard|Masquerade|Shanty Town|Bridge|Coppersmith|imgwidth=150|title=Maiden Esmaredla}}
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Kingdom cards: Baron, Bureaucrat, Conspirator, Duke, Masquerade, Nobles, Scout, Spy, Steward, Pawn
  
=== Game 10 ===
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=== Game 5 vs. Serf Ysmay ===
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!
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Your push-back worked (for now), and Grandfather Provilia has gone home without either of his demands met. You just wish he'd stop talking about you producing an heir.
  
'''Starting decks'''
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Kingdom cards: Bureaucrat, Militia, Minion, Saboteur, Spy, Swindler, Thief, Torturer, Witch, Moat
* You: 7 Coppers, 3 Great Halls
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* Squire Denis: 5 Coppers, 1 Duchy, 1 Great Hall, 1 Province, 1 Silver, 1 Tribute
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{{Kingdom|Bridge|Trading Post|Tribute|Harem|Nobles|Pawn|Great Hall|Masquerade|Steward|Baron|imgwidth=150|title=Squire Denis}}
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=== Game 6 vs. Maiden Lindara ===
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The palace seems unsettled; the gossip is in overdrive. You're very glad that Grandfather Provilia has stopped his nagging. At least your new mine has hit an iron vein, and your coffers should be full again soon.
  
=== Game 11 ===
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Kingdom cards: Courtyard, Great Hall, Ironworks, Moneylender, Remodel, Saboteur, Shanty Town, Throne Room, Upgrade, Cellar
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.
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'''Starting decks'''
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=== Game 7 vs. Squire Clifton ===
* You: 7 Coppers, 3 Estates
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Some regional warlords in your newly-acquired lands aren't being very nice, and they raided an army outpost. Could they be pawns of someone in your inner circle? Who could be seeking your downfall?
* Lady Pya: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
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{{Kingdom|Ironworks|Library|Mine|Minion|Upgrade|Masquerade|Swindler|Village|Wishing Well|Feast|imgwidth=150|title=Lady Pya}}
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Kingdom cards: Festival, Great Hall, Market, Mining Village, Pawn, Shanty Town, Spy, Tribute, Village, Cellar
  
=== Boss Game 12 ===
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=== Boss Game 8 vs. Jeeves and Squire Stephen ===
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.
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You see a shadowy figure by your window. Have your conversations been overheard? You run outside to see Jeeves, your former butler!
  
'''Starting decks'''
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Kingdom cards: Council Room, Ironworks, Militia, Remodel, Saboteur, Secret Chamber, Trading Post, Village, Workshop, Moat
* You: 7 Coppers, 3 Estates
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* Belinda: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
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* Gentleman Egric: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
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{{Kingdom|Bridge|Scout|Duke|Minion|Upgrade|Cellar|Pawn|Masquerade|Shanty Town|Steward|imgwidth=150|title=Belinda}}
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=== Game 9 vs. Maiden Esmaredla ===
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Jeeves admits to passing information to the warlords and encouraging them to revolt. You throw him in the dungeon and seek his cohorts (you just know he's not working alone). You hope your troops can quash the rebellion.
  
=== Game 13 ===
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Kingdom cards: Bridge, Coppersmith, Ironworks, Masquerade, Mining Village, Saboteur, Shanty Town, Torturer, Upgrade, Courtyard
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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'''Starting decks'''
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=== Game 10 vs. Squire Denis ===
* You: 7 Coppers, 3 Estates
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Who was Jeeves' accomplice? You dismiss all unnecessary people from the palace. Belinda's not quite ready to leave (she's waiting for her carriage to be fixed).
* 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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Kingdom cards: Baron, Bridge, Great Hall, Harem, Masquerade, Nobles, Steward, Trading Post, Tribute, Pawn
  
=== Game 14 ===
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=== Game 11 vs. Lady Pya ===
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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Your troops were attacked again. You absolutely must uncover and stop the palace mole. You throw all non-royals into the dungeon and begin interrogations.
  
'''Starting decks'''
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Kingdom cards: Feast, Ironworks, Library, Mine, Minion, Swindler, Upgrade, Village, Wishing Well, Masquerade
* You: 7 Coppers, 3 Estates
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* 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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=== Boss Game 12 vs. Belinda and Gentleman Egric ===
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As Belinda is climbing into her carriage to leave, she drops her bag, and a parchment tumbles out. It's your personal stationery; it's a letter of yours that was supposed to have gone to your militia. Ah-HA! The mole is Belinda!
  
=== Game 15 ===
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Kingdom cards: Bridge, Duke, Masquerade, Minion, Pawn, Scout, Shanty Town, Steward, Upgrade, Cellar
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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'''Starting decks'''
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=== Game 13 vs. Squire Stephen ===
* You: 7 Coppers, 3 Estates
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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.
* 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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Kingdom cards: Baron, Bridge, Great Hall, Ironworks, Masquerade, Nobles, Steward, Torturer, Trading Post, Secret Chamber
  
=== Boss Game 16 ===
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=== Game 14 vs. Lady Hildegard ===
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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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.
  
'''Starting decks'''
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Kingdom cards: Conspirator, Feast, Great Hall, Ironworks, Mining Village, Shanty Town, Tribute, Upgrade, Witch, Pawn
* 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 15 vs. Gentleman Egric ===
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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.
  
=== Game 17 ===
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Kingdom cards: Baron, Bridge, Conspirator, Ironworks, Laboratory, Mining Village, Scout, Tribute, Upgrade, Pawn
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?
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'''Starting decks'''
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=== Boss Game 16 vs. Lord Madison, Lady Hildegard, and Lady Pya ===
* You: 7 Coppers, 3 Estates
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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...
* Lady Godelina: 4 Coppers, 1 Courtyard, 2 Estates, 1 Province, 2 Tributes
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{{Kingdom|Minion|Saboteur|Trading Post|Tribute|Upgrade|Courtyard|Secret Chamber|Great Hall|Ironworks|Mining Village|imgwidth=150|title=Lady Godelina}}
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Kingdom cards: Adventurer, Coppersmith, Council Room, Courtyard, Great Hall, Mining Village, Nobles, Shanty Town, Smithy, Cellar
  
=== Game 18 ===
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=== Game 17 vs. Lady Godelina ===
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!
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A messenger arrives, saying that Lord Madison has been taken into custody. He also says that Lord Madison's capture was planned as a distraction for your troops. You're about to be attacked--a large army is approaching. You can't quite make out their coat of arms.
  
'''Starting decks'''
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Kingdom cards: Great Hall, Ironworks, Mining Village, Minion, Saboteur, Secret Chamber, Trading Post, Tribute, Upgrade, Courtyard
* You: 7 Coppers, 3 Estates
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* Gentleman Faran: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
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{{Kingdom|Bridge|Mining Village|Scout|Minion|Nobles|Chancellor|Great Hall|Shanty Town|Steward|Wishing Well|imgwidth=150|title=Gentleman Faran}}
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=== Game 18 vs. Gentleman Faran ===
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It's Grandfather Provilia! You knew that his wife, Grandmother Provilia, orchestrated the murders of your parents, but you had higher hopes for Grandfather. He wouldn't really kill his oldest grandchild, would he?
  
=== Game 19 ===
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Kingdom cards: Bridge, Great Hall, Mining Village, Minion, Nobles, Scout, Shanty Town, Steward, Wishing Well, Chancellor
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.
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'''Starting decks'''
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=== Game 19 vs. Gentleman Osric ===
* You: 5 Coppers, 1 Duke, 2 Estates, 2 Pawns
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Your troops beat back the army of Provilia, following them as they retreat. But now the castle is being attacked! The bad guys somehow breached the royal guard, raided your dungeon, and rescued Grandmother Provilia.
* Gentleman Osric: 5 Coppers, 2 Estates, 2 Minions, 1 Province
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{{Kingdom|Ironworks|Duke|Minion|Torturer|Tribute|Courtyard|Pawn|Secret Chamber|Masquerade|Baron|imgwidth=150|title=Gentleman Osric}}
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Kingdom cards: Baron, Duke, Ironworks, Masquerade, Minion, Pawn, Secret Chamber, Torturer, Tribute, Courtyard
  
=== Final Boss Game ===
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=== Boss Game 20 vs. Grandmother, Grandfather, and Soldier ===
 
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.
 
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'''
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Kingdom cards: Moat, Pawn, Secret Chamber, Shanty Town, Swindler, Torturer, Tribute, Village, Witch, Chapel
* You: 7 Coppers, 3 Estates
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* Grandfather: 5 Coppers, 1 Duchy, 1 Estate, 1 Moat, 1 Province, 1 Silver
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* Soldier: 5 Coppers, 1 Duchy, 1 Estate, 1 Moat, 1 Province, 1 Silver
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{{Kingdom|Swindler|Village|Torturer|Tribute|Witch|Chapel|Moat|Pawn|Secret Chamber|Shanty Town|imgwidth=150|title=Grandfather Part II}}
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=== Epilogue ===
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Success, but it's always sad when you go to war against family members. Grandfather and Grandmother escape with a few servants to the coast; you hear they've sailed away. [player name] has gained their lands, their castles, their resources--but not their love.
  
 
== Trivia ==
 
== Trivia ==
  
{{Navbox MF Campaigns}}
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{{Navbox Goko Adventures}}
  
[[Category: Dominion Campaigns]]
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[[Category: Goko Adventures]]

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