Dominion Campaigns: Base Set Act 2

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

Contents

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.

List of Games

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 hands

  • 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

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 hands

  • 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

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 hands

  • 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

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 hands

  • 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

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 hands

  • 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

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 hands

  • 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

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 hands

  • 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

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 hands

  • 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

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 hands

  • 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

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 hands

  • 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

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 hands

  • 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

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 hands

  • 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

Game 13 vs. Squire Allister

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.

Kingdom cards: Village, Woodcutter, Bureaucrat, Feast, Gardens, Militia, Remodel, Throne Room, Festival, Mine

Game 14 vs. Lady Ingride

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.

Kingdom cards: Cellar, Chapel, Moat, Village, Woodcutter, Gardens, Militia, Council Room, Library, Mine

Game 15 vs. Gentleman Keaton

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 wrath. Will the combined forces of the chapel and militia be enough might to stop her?

Kingdom cards: Cellar, Chapel, Village, Woodcutter, Workshop, Bureaucrat, Remodel, Smithy, Spy, Laboratory

Boss Game 16 vs. Witch Jezebel, Lady Ingride and Gentleman Winston

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!

Kingdom cards: Moat, Village, Bureaucrat, Militia, Remodel, Spy, Thief, Library, Witch, Adventurer

Game 17 vs. Lady Juetta

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.

Kingdom cards: Chapel, Moat, Feast, Gardens, Militia, Smithy, Spy, Thief, Council Room, Festival

Game 18 vs. 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

Game 19 vs. Gentleman Sedgewick

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!

Kingdom cards: Moat, Village, Woodcutter, Workshop, Bureaucrat, Feast, Gardens, Militia, Smithy, Market

Boss Game 20 vs. Sir Robert, Squire Mendel and Gentleman Winston

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?

Kingdom cards: Cellar, Chancellor, Village, Gardens, Moneylender, Thief, Festival, Laboratory, Library, Witch


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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