Dominion Campaigns: Base Set Act 2

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[[File:Baseact2.png|thumb|right|300px|Base Set Act 2 logo]]
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[[Image:CampaignBase2.png|thumb|right|750px|Completed map for Base Set - Act 2.]]
'''[[Dominion Adventures]]: Base Set Act 2''', subtitled '''Magic, Money and Ministry''', is the second Adventure associated with the [[Dominion (base set)|Base set]] on [[Goko]].  It's available for a purchase of Coins.  The cards available are the same as available in [[Dominion Adventures: Base Set Act 1|Act 1]].
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'''[[Campaigns|Dominion Campaigns]]: [[Dominion (base set)|Base Set]] Act 2''' (originally subtitled '''Magic, Money and Ministry''') is the second Act of the Base Set Campaign on [[Dominion Online]].  It is immediately available to play.  The cards available are the same as in [[Dominion Campaigns: Base Set Act 1|Act 1]].
  
 
== Overview ==
 
== Overview ==
Picking up right after [[Dominion Adventures: Base Set Act 1|Act 1]], this adventure concerns itself with first a war against the kingdom of Infamy, led first by King Leroy, then his son Leo, then a subsequent war against the witches, led by Jezebel, who had been your ally during the war against Infamy, and the reconstruction that takes place after.
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Picking up right after [[Dominion Campaigns: Base Set Act 1|Act 1]], this Campaign concerns itself with first a war against the kingdom of Infamy, led first by King Leroy, then his son Leo, then a subsequent war against the witches, led by Jezebel, who had been your ally during the war against Infamy, and the reconstruction that takes place after.
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 +
== List of Games ==
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=== Game 1 ===
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Your grandmother, Queen of Provilia, has been brought to Justice for your parents' deaths (oddly, Grandfather was pleased).  Now you can concentrate on Vaccara, where a new mine has been discovered.  To fund its operation requires investment.  If it succeeds, you're looking at a very happy year. Remodel their workshops so the smiths can turn polearms into pickaxes.
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 +
'''Starting decks'''
 +
* You: 2 Silvers, 8 Smithies
 +
* Cardwell the Serf: 7 Coppers, 3 Estates
 +
 
 +
{{Kingdom|Militia|Remodel|Smithy|Market|Mine|Cellar|Moat|Village|Woodcutter|Workshop|imgwidth = 150|title = Cardwell the Serf}}
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 +
=== Game 2 ===
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News, but alas, no funds, has come in from the mines! On your way back from visiting a native village, you arrange a bridge loan from the moneylenders in the market. Shopping always makes the sad feel better.
 +
 
 +
'''Starting decks'''
 +
* You: 7 Coppers, 3 Estates
 +
* Serf Henna: 7 Coppers, 3 Estates
 +
 
 +
{{Kingdom|Throne Room|Library|Market|Witch|Adventurer|Native Village|Workshop|Bridge|Bureaucrat|Moneylender|imgwidth = 150|title = Serf Henna}}
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 +
=== Game 3 ===
 +
The adventurers returning from the mines regale you with stories of amazing bounty.  You host only a moderate reception for these brave souls featuring a somewhat fresh catch from your fishing village; after all, where is the gold they promised?  They appear honest; it would be terrible if one turns out to be a thief.
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 +
'''Starting decks'''
 +
* You: 7 Coppers, 3 Estates
 +
* Maiden Ylaria: 7 Coppers, 3 Estates
 +
 
 +
{{Kingdom|Smithy|Thief|Throne Room|Council Room|Mine|Chapel|Fishing Village|Workshop|Bureaucrat|Monument|imgwidth = 150|title = Maiden Ylaria}}
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 +
=== Boss Game 4 ===
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Everyone is enjoying your festival.  With funds start to arrive from the mine, you hope to purchase the loyalty of new provinces from your guests.  One high-profile attendee is the gluttonous King of Infamy, Leroy.  The rumor is that he plans to block your purchases, so you ask your chancellor to keep a watchful eye during the feast.
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In this rules variant the supply starts with 16 Provinces.
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 +
'''Starting decks'''
 +
* You: 7 Coppers, 3 Estates
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* Leroy, King of Infamy: 7 Coppers, 3 Estates
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 +
{{Kingdom|Remodel|Thief|Festival|Market|Mine|Chapel|Chancellor|Woodcutter|Feast|Moneylender|imgwidth = 150|title = Leroy King of Infamy}}
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 +
=== Game 5 ===
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The festival has been ruined! Your chancellor discovers that King Leroy bribed your partners to steal your gold. All of it. You can't mint currency without gold. Now you have to get it back, of course, but how?  Sometimes it's necessary to fight a little larceny with something "special" of your own. But first a quick visit to the harem.
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 +
'''Starting decks'''
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* You: 7 Coppers, 3 Estates
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* Serf Willard: 7 Coppers, 3 Estates
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 +
{{Kingdom|Laboratory|Library|Mine|Mint|Harem|Cellar|Chancellor|Feast|Remodel|Festival|imgwidth = 150|title = Serf Willard}}
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 +
=== Game 6 ===
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During your childhood, the task of governing the kingdom always seemed so simple. At least, your father made it look that way! But now you're no longer a child, your father no longer sits on the throne, and you finally understand why a king has little time to play with his child in the garden or to read a book in the library. It's time to grow up!
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 +
'''Starting decks'''
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* You: 6 Coppers, 3 Estates, 1 Remodel
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* Maiden Justina: 6 Coppers, 3 Estates, 1 Remodel
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 +
{{Kingdom|Remodel|Throne Room|Council Room|Laboratory|Library|Cellar|Chapel|Moat|Workshop|Gardens|imgwidth = 150|title = Maiden Justina}}
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 +
=== Game 7 ===
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King Leroy continues his underhanded campaign against you.  The royal chancellor's tactician recommends reinforcing the militia, but something tells you that Vaccara's new thieves guild can strike King Leroy where it hurts most, that would be, in his pockets!
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 +
'''Starting decks'''
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* You: 7 Coppers, 3 Estates
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* Squire Mendel: 7 Coppers, 3 Estates
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 +
{{Kingdom|Council Room|Festival|Mine|Tactician|Adventurer|Chapel|Pawn|Chancellor|Militia|Thief|imgwidth = 150|title = Squire Mendel}}
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 +
=== Boss Game 8 ===
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The King of Infamy, Leroy, is no longer a problem: he gobble up one too many roasted chickens and died from gastrointestinal distress. His son Leo inherited his throne and seeks negotiations with you regarding the provinces his father sought to acquire. You decide to give the young boy a chance. After all, your village needs remodeling, and it never hurts to have another market where you can sell what it's produced in your workshops.
  
== List of scenes ==
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In this rules variant your hand consists of 4 cards, not 5.
=== Game 1 vs. Cardwell the Serf ===
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Your grandmother, Queen of Provilia, has been brought to Justice for your parents' deaths (oddly, Grandfather was pleased).  Now you can concentrate on Vaccara, where adventurers are planning to embark.  To fund their journeys, they request investments and promise colossal returns.  If they succeed, you're looking at a very happy year.
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Kingdom cards: Cellar, Moat, Village, Woodcutter, Workshop, Militia, Remodel, Smithy, Market, Mine
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'''Starting decks'''
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* You: 6 Coppers, 2 Estates, 1 Province, 1 Silver
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* Leo Leroy: 7 Coppers, 3 Estates
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* Lady Elena: 7 Coppers, 3 Estates
  
=== Game 2 vs. Serf Henna ===
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{{Kingdom|Remodel|Thief|Throne Room|Laboratory|Market|Cellar|Chapel|Village|Workshop|Gardens|imgwidth = 150|title = Leo Leroy}}
News, but alas, no funds, has come in from the adventurers!  Their stories awaken a wanderlust within you, and you really would like to get away someday and have an adventure of your own.  You've had to rely on your moneylenders and mines for cash, so some financial returns would energize things back at the drowsy castle.
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Kingdom cards: Moat, Workshop, Bureaucrat, Gardens, Moneylender, Throne Room, Library, Market, Witch, Adventurer
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=== Game 9 ===
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The apple never falls far from the tree.  Leo brought every weapon from his arsenal to the meeting, but it was just a diversion. He managed to infiltrate a horde of powerful witches in through the palace's gardens, and now the market, the smithy and the city moat are all under attack. It is all-out war now!
  
=== Game 3 vs. Maiden Ylaria ===
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'''Starting decks'''
The adventurers return with stories of amazing bounty.  You host only a moderate festival for these brave souls; after all, where is the gold they promised?  They appear honest, and it would be terrible if one turns out to be a thief.
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* You: 7 Coppers, 3 Estates
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* Maiden Osanna: 7 Coppers, 3 Estates
  
Kingdom cards: Chapel, Workshop, Bureaucrat, Gardens, Smithy, Thief, Throne Room, Council Room, Library, Mine
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{{Kingdom|Smithy|Market|Witch|Adventurer|Hoard|Moat|Smugglers|Village|Gardens|Remodel|imgwidth = 150|title = Maiden Osanna}}
  
=== Boss Game 4 vs. Leroy, King of Infamy ===
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=== Game 10 ===
Everyone is enjoying the festival. With funds brought in by the adventurers, you hope to purchase some territory from your guests.  One high-profile attendee is the gluttonous King of Infamy, Leroy.  The rumor is that he plans to block your purchases, so you ask your spies to keep a watchful eye.
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It's time to take action on this war before it's too late! The witch Jezebel has returned and seeks an audience with you. With her help and upgrades made to the citadel, soon the thief Leo will face the same fate as his father!
  
Kingdom cards: Chapel, Chancellor, Woodcutter, Feast, Moneylender, Remodel, Thief, Festival, Market, Mine
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'''Starting decks'''
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* You: 7 Coppers, 3 Estates
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* Squire Silas: 7 Coppers, 3 Estates
  
=== Game 5 vs. Serf Willard ===
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{{Kingdom|Laboratory|Upgrade|Witch|Adventurer|Grand Market|Moat|Moneylender|Spy|Thief|Throne Room|imgwidth = 150|title = Squire Silas}}
The festival has been ruined!  Spies report that an adventurer in attendance was bribed by King Leroy to steal your gold.  All of it.  Now you have to get it back, of course.  How?  Sometimes it's time to fight a little larceny with something "special" of your own.
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Kingdom cards: Cellar, Chancellor, Feast, Gardens, Remodel, Throne Room, Festival, Laboratory, Library, Mine
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=== Game 11 ===
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Leo lost most of his land to you during the war; the mines of Vaccara are finally yours.  It had been a bloody, destructive conflict, and the people blame you for the damage. It would be wise of you to share the wealth of the conquest with the people. A fancy festival with a celebratory feast will improve everyone's mood!
  
=== Game 6 vs. Maiden Justina ===
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'''Starting decks'''
Your father once told you that you should be wary of change, something you never embraced.  The witch Jezebel, a charismatic practitioner of magic, has come to seek an audience with you.  Magic has never had a home in Vaccara, but it might be good to change things up in seeking the upper hand with King Leroy.
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* You: 10 Feasts
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* Lady Elena: 6 Silvers, 3 Estates
  
Kingdom cards: Cellar, Chapel, Moat, Workshop, Gardens, Remodel, Throne Room, Council Room, Laboratory, Library
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{{Kingdom|Library|Market|Mine|Witch|Adventurer|Workshop|Feast|Council Room|Festival|Laboratory|imgwidth = 150|title = Lady Elena}}
  
=== Game 7 vs. Squire Mendel ===
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=== Boss Game 12 ===
King Leroy continues his underhanded campaign against you. You've learned that witches can be powerful weapons, and you feel justified in using them against one so devious. Vaccara's new thieves' guild also might be helpful; maybe the two groups can help defeat King Leroy?
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The witch Jezebel has promised to stay by your side, but the commoners are not pleased with the idea. A new religious faction has gained ground among the villagers, one that claims witches should be hunted and tortured. You can't rule from the throne of a divided kingdom! The best option is to spy on the two groups while considering what to do next.
  
Kingdom cards: Chapel, Chancellor, Militia, Smithy, Spy, Thief, Council Room, Festival, Mine, Adventurer
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'''Starting decks'''
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* You: 7 Coppers, 3 Estates
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* Witch Jezebel: 7 Coppers, 3 Estates
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* Maiden Ylaria: 7 Coppers, 3 Estates
  
=== Boss Game 8 vs. Leo and Lady Elena ===
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{{Kingdom|Spy|Throne Room|Laboratory|Market|Torturer|Moat|Ambassador|Feast|Moneylender|Remodel|imgwidth = 150|title = Witch Jezebel}}
The King of Infamy, Leroy, is no longer a problem: he gobble up one too many roasted chickens and died from gastrointestinal distress.  His son Leo inherited his throne and seeks negotiations with you, but only if his witches can attend the meeting.  Is he planning a magic workshop?
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Kingdom cards: Cellar, Chapel, Village, Workshop, Gardens, Remodel, Thief, Throne Room, Laboratory, Market
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=== Game 13 ===
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Jezebel is banished as overwhelming pressure from the people forces your hand. She promises to return with greater strength. Concerned by this threat, many villagers quit their jobs in the mines and the sawmills to join the militia. Even some members of the bureaucracy waive the opulence of the feasts in the royal gardens to embrace the rigor of the military life.
  
=== Game 9 vs. Maiden Osanna ===
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In this rules variant the supply starts with 16 Gardens.
Well, it's all-out war now.  Leo has brought every weapon from his arsenal: his militia, spies, thieves, witches, and even those who had once adventured for your sake.  You are not one to be trifled with, and you're sure Jezebel and her witches will be valuable additions to your cause.
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Kingdom cards: Moat, Village, Gardens, Remodel, Smithy, Thief, Throne Room, Market, Witch, Adventurer
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'''Starting decks'''
 +
* You: 7 Coppers, 3 Estates
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* Squire Allister: 7 Coppers, 3 Estates
  
=== Game 10 vs. Squire Silas ===
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{{Kingdom|Militia|Remodel|Throne Room|Festival|Mine|Village|Woodcutter|Bureaucrat|Feast|Gardens|imgwidth = 150|title = Squire Allister}}
You found that by building a new chapel in your fortress, you've gained powerful new allies.  Your subjects rally 'round the new religion and develop a unity they had lsot.  The people are re-energized and happy.
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Kingdom cards: Moat, Moneylender, Remodel, Spy, Thief, Throne Room, Laboratory, Market, Witch, Adventurer
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=== Game 14 ===
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Your biggest fear is realized: Jezebel has returned. Fortunately your militia is stronger than ever. But what's really reassuring is that you found a powerful talisman from days past when you were hiding the gold produced in your mines in the cellars of your secret haven. Fight magic with magic!
  
=== Game 11 vs. Lady Elena ===
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'''Starting decks'''
Leo lost most of his land to you during the war.  It had been a bloody, destructive conflict, and the people blame you for the damage to the Vaccaran countryside.  Can you win back their approval?  The witch Jezebel has promised to stay by your side, but you are becoming doubtful of her integrity.
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* You: 7 Coppers, 3 Estates
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* Lady Ingride: 7 Coppers, 3 Estates
  
Kingdom cards: Workshop, Feast, Council Room, Festival, Laboratory, Library, Market, Mine, Witch, Adventurer
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{{Kingdom|Militia|Talisman|Council Room|Library|Mine|Cellar|Haven|Village|Woodcutter|Gardens|imgwidth = 150|title = Lady Ingride}}
  
=== Boss Game 12 vs. Witch Jezebel and Maiden Ylaria ===
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=== Game 15 ===
Witch Jezebel is not pleased that attendance at the chapel has increased sevenfold, and the sermons therein condemn the witches and their potion laboratories. Persecution has begun!  You will have to choose a side.
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Jezebel's anger seems to be fading away. The Kingdom goes back to its normal life. Villagers return to their previous jobs, filling the cities again with peddlers, woodcutters and bureaucrats. Everything seems fine, but you know Jezebel well enough to know that she has not stopped conspiring against you. Stay alert!
  
Kingdom cards: Moat, Chancellor, Feast, Moneylender, Remodel, Spy, Throne Room, Laboratory, Market, Witch
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'''Starting decks'''
 +
* You: 7 Coppers, 3 Estates
 +
* Gentleman Keaton: 7 Coppers, 3 Estates
  
=== Game 13 vs. Squire Allister ===
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{{Kingdom|Bureaucrat|Conspirator|Remodel|Laboratory|Peddler|Cellar|Chapel|Village|Woodcutter|Workshop|imgwidth = 150|title = Gentleman Keaton}}
Because of pressure from the chapel, the witches are banished, but Jezebel promises to return and lets you know of her displeasure.  Other matters of state are pressing, and you attempt to return Vaccara to a sense of normalcy.  Could she be plotting something devious?  Only time will tell.
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Kingdom cards: Village, Woodcutter, Bureaucrat, Feast, Gardens, Militia, Remodel, Throne Room, Festival, Mine
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=== Boss Game 16 ===
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You were right! Jezebel was gathering allies and already neighboring estates have fallen to her power. You sent spies and adventurers to explore the surroundings, but the news is not so encouraging. You know you have the power to defeat your neighbours' militias, but Jezebel's army of witches is beyond your capabilities. If you manage to win this war, witches will be banished for good!
  
=== Game 14 vs. Lady Ingride ===
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'''Starting decks'''
Your biggest fear is realized: Jezebel has returned.  Her charisma is overcoming dogma from the chapel, and she is gaining followers in your kingdom.  You fear she will attempt a coup.  It's time for a display of strength.  Maybe a remodel of your throne room will help.
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* You: 7 Coppers, 3 Estates
 +
* Witch Jezebel: 2 Coppers, 3 Estates, 1 Bureaucrat, 1 Militia, 1 Spy, 1 Thief, 1 Witch
 +
* Lady Ingride: 7 Coppers, 3 Estates
  
Kingdom cards: Cellar, Chapel, Moat, Village, Woodcutter, Gardens, Militia, Council Room, Library, Mine
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{{Kingdom|Spy|Thief|Library|Witch|Adventurer|Moat|Village|Bureaucrat|Militia|Remodel|imgwidth = 150|title = Witch Jezebel Part II}}
  
=== Game 15 vs. Gentleman Keaton ===
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=== Game 17 ===
Things have gone from bad to worse. The witches are cursing your lands and sending their power to Jezebel.  Your people now fear Jezebel's anger and run from her wrathWill the combined forces of the chapel and militia be enough might to stop her?
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Victory! Now that the witches are banished to a distant island, it's time to heal your kingdomWhile the residents organize a festival and a feast in your honor, the ironworks blaze full time to repair the damage done to the gates, gardens and chapels.
  
Kingdom cards: Cellar, Chapel, Village, Woodcutter, Workshop, Bureaucrat, Remodel, Smithy, Spy, Laboratory
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'''Starting decks'''
 +
* You: 7 Coppers, 3 Estates
 +
* Lady Juetta: 7 Coppers, 3 Estates
  
=== Boss Game 16 vs. Witch Jezebel, Lady Ingride and Gentleman Winston ===
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{{Kingdom|Militia|Spy|Thief|Council Room|Festival|Chapel|Feast|Gardens|Ironworks|Island|imgwidth = 150|title = Lady Juetta}}
Neighboring kingdoms have fallen to Jezebel's power.  Some witches side with you in exchange for clemency; you agree, but they ultimately betray you and support Jezebel.  If you win this war, witches will be banished for good!
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Kingdom cards: Moat, Village, Bureaucrat, Militia, Remodel, Spy, Thief, Library, Witch, Adventurer
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=== Game 18 ===
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The council has been busy lately receiving complaints of miners and other workers. They claim that while the bureaucrats and moneylenders were partying at the festival made in your honor, they had to work hard remodeling castles they are not invited to. They have a point.
  
=== Game 17 vs. Lady Juetta ===
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In this rules variant you gain a copper with every turn.
Victory!  Now that the witches are banished, it's time to heal and repair your kingdom.  You've hired experts to assist in the reconstruction, and progress is being made.  You think wistfully about travelling like the adventurers, but it will have to wait.  Stability comes first.
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Kingdom cards: Chapel, Moat, Feast, Gardens, Militia, Smithy, Spy, Thief, Council Room, Festival
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'''Starting decks'''
 +
* You: 7 Coppers, 2 Estates, 1 Province
 +
* Gentleman Winston: 7 Coppers, 3 Estates
  
=== Game 18 vs. Gentleman Winston ===
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{{Kingdom|Remodel|Council Room|Festival|Library|Mine|Cellar|Workshop|Bureaucrat|Feast|Moneylender|imgwidth = 150|title = Gentleman Winston}}
Are your new employees honest?  The bureaucrats are a tad inefficient, but they seem trustworthy.  The thieves' guild survived the war; it looks they have already robbed quite a bit from your coffers.  It might be a good idea to show them who's in charge.
+
  
Kingdom cards: Cellar, Workshop, Bureaucrat, Feast, Moneylender, Remodel, Council Room, Festival, Library, Mine
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=== Game 19 ===
 +
The general discontent grows every day. The militia, created to defeat foreign enemies, now has to restrain riots incited by smiths and woodcutters in the local markets. Many caravans have been seen abandoning the cities. This can't be good for your kingdom!
  
=== Game 19 vs. Gentleman Sedgewick ===
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'''Starting decks'''
Your spies report that Sir Robert, one of your knights, is the mastermind behind the robberies.  Sir Robert's thefts interfere with your donations to the chapel, and you were hoping to mend relationships with the clergy.  Time for the militia to capture Sir Robert and his thieves.  They're almost as bad as the witches!
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* You: 7 Coppers, 3 Estates
 +
* Gentleman Sedgewick: 7 Coppers, 3 Estates
  
Kingdom cards: Moat, Village, Woodcutter, Workshop, Bureaucrat, Feast, Gardens, Militia, Smithy, Market
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{{Kingdom|Feast|Militia|Smithy|City|Market|Moat|Woodcutter|Workshop|Bureaucrat|Caravan|imgwidth = 150|title = Gentleman Sedgewick}}
  
=== Boss Game 20 vs. Sir Robert, Squire Mendel and Gentleman Winston ===
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=== Final Boss Game ===
Sir Robert and his crew evade capture and continue their heists. Your coffers are painfully bare; it might be time to battle his thieves with thieves of your own. Fight fire with fire, yes?
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The royal chancellor has advised you to keep all the villages under surveillance and build new watchtowers on the roads. This has made things worse! Not only has the number of rebellions increased, but also the debts. You've been forced to ask boons of the moneylenders. Tread carefully: you do not need more enemies!
  
Kingdom cards: Cellar, Chancellor, Village, Gardens, Moneylender, Thief, Festival, Laboratory, Library, Witch
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'''Starting decks'''
 +
* You: 7 Coppers, 3 Estates
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* Sir Robert: 7 Coppers, 3 Estates
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* Gentleman Winston: 7 Coppers, 3 Estates
  
=== Epilogue ===
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{{Kingdom|Gardens|Moneylender|Festival|Library|Witch|Cellar|Chancellor|Swindler|Village|Watchtower|imgwidth = 150|title = Sir Robert}}
Your thieves locate Sir Robert's secret stash, and [player name] gets the stolen goods back.  You're not thrilled with using criminals to help achieve your goals, but sometimes you gotta do what you gotta do.
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{{Navbox Goko Adventures}}
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{{Navbox MF Campaigns}}
[[Category: Goko Adventures]]
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[[Category: Dominion Campaigns]]

Latest revision as of 11:39, 18 May 2016

Completed map for Base Set - Act 2.

Dominion Campaigns: Base Set Act 2 (originally subtitled Magic, Money and Ministry) is the second Act of the Base Set Campaign on Dominion Online. It is immediately available to play. The cards available are the same as in Act 1.

Contents

[edit] Overview

Picking up right after Act 1, this Campaign concerns itself with first a war against the kingdom of Infamy, led first by King Leroy, then his son Leo, then a subsequent war against the witches, led by Jezebel, who had been your ally during the war against Infamy, and the reconstruction that takes place after.

[edit] List of Games

[edit] Game 1

Your grandmother, Queen of Provilia, has been brought to Justice for your parents' deaths (oddly, Grandfather was pleased). Now you can concentrate on Vaccara, where a new mine has been discovered. To fund its operation requires investment. If it succeeds, you're looking at a very happy year. Remodel their workshops so the smiths can turn polearms into pickaxes.

Starting decks

  • You: 2 Silvers, 8 Smithies
  • Cardwell the Serf: 7 Coppers, 3 Estates
Cardwell the Serf [images]
Militia Remodel Smithy Market Mine
Militia.jpg Remodel.jpg Smithy.jpg Market.jpg Mine.jpg
Cellar.jpg Moat.jpg Village.jpg Woodcutter.jpg Workshop.jpg
Cellar Moat Village Woodcutter Workshop

[edit] Game 2

News, but alas, no funds, has come in from the mines! On your way back from visiting a native village, you arrange a bridge loan from the moneylenders in the market. Shopping always makes the sad feel better.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Serf Henna: 7 Coppers, 3 Estates
Serf Henna [images]
Throne Room Library Market Witch Adventurer
Throne Room.jpg Library.jpg Market.jpg Witch.jpg Adventurer.jpg
Native Village.jpg Workshop.jpg Bridge.jpg Bureaucrat.jpg Moneylender.jpg
Native Village Workshop Bridge Bureaucrat Moneylender

[edit] Game 3

The adventurers returning from the mines regale you with stories of amazing bounty. You host only a moderate reception for these brave souls featuring a somewhat fresh catch from your fishing village; after all, where is the gold they promised? They appear honest; it would be terrible if one turns out to be a thief.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Maiden Ylaria: 7 Coppers, 3 Estates
Maiden Ylaria [images]
Smithy Thief Throne Room Council Room Mine
Smithy.jpg Thief.jpg Throne Room.jpg Council Room.jpg Mine.jpg
Chapel.jpg Fishing Village.jpg Workshop.jpg Bureaucrat.jpg Monument.jpg
Chapel Fishing Village Workshop Bureaucrat Monument

[edit] Boss Game 4

Everyone is enjoying your festival. With funds start to arrive from the mine, you hope to purchase the loyalty of new provinces from your guests. One high-profile attendee is the gluttonous King of Infamy, Leroy. The rumor is that he plans to block your purchases, so you ask your chancellor to keep a watchful eye during the feast.

In this rules variant the supply starts with 16 Provinces.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Leroy, King of Infamy: 7 Coppers, 3 Estates
Leroy King of Infamy [images]
Remodel Thief Festival Market Mine
Remodel.jpg Thief.jpg Festival.jpg Market.jpg Mine.jpg
Chapel.jpg Chancellor.jpg Woodcutter.jpg Feast.jpg Moneylender.jpg
Chapel Chancellor Woodcutter Feast Moneylender

[edit] Game 5

The festival has been ruined! Your chancellor discovers that King Leroy bribed your partners to steal your gold. All of it. You can't mint currency without gold. Now you have to get it back, of course, but how? Sometimes it's necessary to fight a little larceny with something "special" of your own. But first a quick visit to the harem.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Serf Willard: 7 Coppers, 3 Estates
Serf Willard [images]
Laboratory Library Mine Mint Harem
Laboratory.jpg Library.jpg Mine.jpg Mint.jpg Harem.jpg
Cellar.jpg Chancellor.jpg Feast.jpg Remodel.jpg Festival.jpg
Cellar Chancellor Feast Remodel Festival

[edit] Game 6

During your childhood, the task of governing the kingdom always seemed so simple. At least, your father made it look that way! But now you're no longer a child, your father no longer sits on the throne, and you finally understand why a king has little time to play with his child in the garden or to read a book in the library. It's time to grow up!

Starting decks

  • You: 6 Coppers, 3 Estates, 1 Remodel
  • Maiden Justina: 6 Coppers, 3 Estates, 1 Remodel
Maiden Justina [images]
Remodel Throne Room Council Room Laboratory Library
Remodel.jpg Throne Room.jpg Council Room.jpg Laboratory.jpg Library.jpg
Cellar.jpg Chapel.jpg Moat.jpg Workshop.jpg Gardens.jpg
Cellar Chapel Moat Workshop Gardens

[edit] Game 7

King Leroy continues his underhanded campaign against you. The royal chancellor's tactician recommends reinforcing the militia, but something tells you that Vaccara's new thieves guild can strike King Leroy where it hurts most, that would be, in his pockets!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Squire Mendel: 7 Coppers, 3 Estates
Squire Mendel [images]
Council Room Festival Mine Tactician Adventurer
Council Room.jpg Festival.jpg Mine.jpg Tactician.jpg Adventurer.jpg
Chapel.jpg Pawn.jpg Chancellor.jpg Militia.jpg Thief.jpg
Chapel Pawn Chancellor Militia Thief

[edit] Boss Game 8

The King of Infamy, Leroy, is no longer a problem: he gobble up one too many roasted chickens and died from gastrointestinal distress. His son Leo inherited his throne and seeks negotiations with you regarding the provinces his father sought to acquire. You decide to give the young boy a chance. After all, your village needs remodeling, and it never hurts to have another market where you can sell what it's produced in your workshops.

In this rules variant your hand consists of 4 cards, not 5.

Starting decks

  • You: 6 Coppers, 2 Estates, 1 Province, 1 Silver
  • Leo Leroy: 7 Coppers, 3 Estates
  • Lady Elena: 7 Coppers, 3 Estates
Leo Leroy [images]
Remodel Thief Throne Room Laboratory Market
Remodel.jpg Thief.jpg Throne Room.jpg Laboratory.jpg Market.jpg
Cellar.jpg Chapel.jpg Village.jpg Workshop.jpg Gardens.jpg
Cellar Chapel Village Workshop Gardens

[edit] Game 9

The apple never falls far from the tree. Leo brought every weapon from his arsenal to the meeting, but it was just a diversion. He managed to infiltrate a horde of powerful witches in through the palace's gardens, and now the market, the smithy and the city moat are all under attack. It is all-out war now!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Maiden Osanna: 7 Coppers, 3 Estates
Maiden Osanna [images]
Smithy Market Witch Adventurer Hoard
Smithy.jpg Market.jpg Witch.jpg Adventurer.jpg Hoard.jpg
Moat.jpg Smugglers.jpg Village.jpg Gardens.jpg Remodel.jpg
Moat Smugglers Village Gardens Remodel

[edit] Game 10

It's time to take action on this war before it's too late! The witch Jezebel has returned and seeks an audience with you. With her help and upgrades made to the citadel, soon the thief Leo will face the same fate as his father!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Squire Silas: 7 Coppers, 3 Estates
Squire Silas [images]
Laboratory Upgrade Witch Adventurer Grand Market
Laboratory.jpg Upgrade.jpg Witch.jpg Adventurer.jpg Grand Market.jpg
Moat.jpg Moneylender.jpg Spy.jpg Thief.jpg Throne Room.jpg
Moat Moneylender Spy Thief Throne Room

[edit] Game 11

Leo lost most of his land to you during the war; the mines of Vaccara are finally yours. It had been a bloody, destructive conflict, and the people blame you for the damage. It would be wise of you to share the wealth of the conquest with the people. A fancy festival with a celebratory feast will improve everyone's mood!

Starting decks

  • You: 10 Feasts
  • Lady Elena: 6 Silvers, 3 Estates
Lady Elena [images]
Library Market Mine Witch Adventurer
Library.jpg Market.jpg Mine.jpg Witch.jpg Adventurer.jpg
Workshop.jpg Feast.jpg Council Room.jpg Festival.jpg Laboratory.jpg
Workshop Feast Council Room Festival Laboratory

[edit] Boss Game 12

The witch Jezebel has promised to stay by your side, but the commoners are not pleased with the idea. A new religious faction has gained ground among the villagers, one that claims witches should be hunted and tortured. You can't rule from the throne of a divided kingdom! The best option is to spy on the two groups while considering what to do next.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Witch Jezebel: 7 Coppers, 3 Estates
  • Maiden Ylaria: 7 Coppers, 3 Estates
Witch Jezebel [images]
Spy Throne Room Laboratory Market Torturer
Spy.jpg Throne Room.jpg Laboratory.jpg Market.jpg Torturer.jpg
Moat.jpg Ambassador.jpg Feast.jpg Moneylender.jpg Remodel.jpg
Moat Ambassador Feast Moneylender Remodel

[edit] Game 13

Jezebel is banished as overwhelming pressure from the people forces your hand. She promises to return with greater strength. Concerned by this threat, many villagers quit their jobs in the mines and the sawmills to join the militia. Even some members of the bureaucracy waive the opulence of the feasts in the royal gardens to embrace the rigor of the military life.

In this rules variant the supply starts with 16 Gardens.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Squire Allister: 7 Coppers, 3 Estates
Squire Allister [images]
Militia Remodel Throne Room Festival Mine
Militia.jpg Remodel.jpg Throne Room.jpg Festival.jpg Mine.jpg
Village.jpg Woodcutter.jpg Bureaucrat.jpg Feast.jpg Gardens.jpg
Village Woodcutter Bureaucrat Feast Gardens

[edit] Game 14

Your biggest fear is realized: Jezebel has returned. Fortunately your militia is stronger than ever. But what's really reassuring is that you found a powerful talisman from days past when you were hiding the gold produced in your mines in the cellars of your secret haven. Fight magic with magic!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Lady Ingride: 7 Coppers, 3 Estates
Lady Ingride [images]
Militia Talisman Council Room Library Mine
Militia.jpg Talisman.jpg Council Room.jpg Library.jpg Mine.jpg
Cellar.jpg Haven.jpg Village.jpg Woodcutter.jpg Gardens.jpg
Cellar Haven Village Woodcutter Gardens

[edit] Game 15

Jezebel's anger seems to be fading away. The Kingdom goes back to its normal life. Villagers return to their previous jobs, filling the cities again with peddlers, woodcutters and bureaucrats. Everything seems fine, but you know Jezebel well enough to know that she has not stopped conspiring against you. Stay alert!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Gentleman Keaton: 7 Coppers, 3 Estates
Gentleman Keaton [images]
Bureaucrat Conspirator Remodel Laboratory Peddler
Bureaucrat.jpg Conspirator.jpg Remodel.jpg Laboratory.jpg Peddler.jpg
Cellar.jpg Chapel.jpg Village.jpg Woodcutter.jpg Workshop.jpg
Cellar Chapel Village Woodcutter Workshop

[edit] Boss Game 16

You were right! Jezebel was gathering allies and already neighboring estates have fallen to her power. You sent spies and adventurers to explore the surroundings, but the news is not so encouraging. You know you have the power to defeat your neighbours' militias, but Jezebel's army of witches is beyond your capabilities. If you manage to win this war, witches will be banished for good!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Witch Jezebel: 2 Coppers, 3 Estates, 1 Bureaucrat, 1 Militia, 1 Spy, 1 Thief, 1 Witch
  • Lady Ingride: 7 Coppers, 3 Estates
Witch Jezebel Part II [images]
Spy Thief Library Witch Adventurer
Spy.jpg Thief.jpg Library.jpg Witch.jpg Adventurer.jpg
Moat.jpg Village.jpg Bureaucrat.jpg Militia.jpg Remodel.jpg
Moat Village Bureaucrat Militia Remodel

[edit] Game 17

Victory! Now that the witches are banished to a distant island, it's time to heal your kingdom. While the residents organize a festival and a feast in your honor, the ironworks blaze full time to repair the damage done to the gates, gardens and chapels.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Lady Juetta: 7 Coppers, 3 Estates
Lady Juetta [images]
Militia Spy Thief Council Room Festival
Militia.jpg Spy.jpg Thief.jpg Council Room.jpg Festival.jpg
Chapel.jpg Feast.jpg Gardens.jpg Ironworks.jpg Island.jpg
Chapel Feast Gardens Ironworks Island

[edit] Game 18

The council has been busy lately receiving complaints of miners and other workers. They claim that while the bureaucrats and moneylenders were partying at the festival made in your honor, they had to work hard remodeling castles they are not invited to. They have a point.

In this rules variant you gain a copper with every turn.

Starting decks

  • You: 7 Coppers, 2 Estates, 1 Province
  • Gentleman Winston: 7 Coppers, 3 Estates
Gentleman Winston [images]
Remodel Council Room Festival Library Mine
Remodel.jpg Council Room.jpg Festival.jpg Library.jpg Mine.jpg
Cellar.jpg Workshop.jpg Bureaucrat.jpg Feast.jpg Moneylender.jpg
Cellar Workshop Bureaucrat Feast Moneylender

[edit] Game 19

The general discontent grows every day. The militia, created to defeat foreign enemies, now has to restrain riots incited by smiths and woodcutters in the local markets. Many caravans have been seen abandoning the cities. This can't be good for your kingdom!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Gentleman Sedgewick: 7 Coppers, 3 Estates
Gentleman Sedgewick [images]
Feast Militia Smithy City Market
Feast.jpg Militia.jpg Smithy.jpg City.jpg Market.jpg
Moat.jpg Woodcutter.jpg Workshop.jpg Bureaucrat.jpg Caravan.jpg
Moat Woodcutter Workshop Bureaucrat Caravan

[edit] Final Boss Game

The royal chancellor has advised you to keep all the villages under surveillance and build new watchtowers on the roads. This has made things worse! Not only has the number of rebellions increased, but also the debts. You've been forced to ask boons of the moneylenders. Tread carefully: you do not need more enemies!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Sir Robert: 7 Coppers, 3 Estates
  • Gentleman Winston: 7 Coppers, 3 Estates
Sir Robert [images]
Gardens Moneylender Festival Library Witch
Gardens.jpg Moneylender.jpg Festival.jpg Library.jpg Witch.jpg
Cellar.jpg Chancellor.jpg Swindler.jpg Village.jpg Watchtower.jpg
Cellar Chancellor Swindler Village Watchtower


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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