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[[Image:CampaignBase3.png|thumb|right|750px|Completed map for Base Set - Act 3.]]
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[[File:BaseFinale.png|thumb|right|300px|Base Set Finale art]]
 
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'''[[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]]: [[Dominion (base set)|Base Set]] Act 3''' (originally subtitled '''Curses''') is the third and final Act of the Base Set Campaign 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.
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== Overview ==
 
== Overview ==
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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 decks'''
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'''Starting hands'''
 
* You: 7 Coppers, 3 Estates
 
* You: 7 Coppers, 3 Estates
* Serf Filmore: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
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* 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 decks'''
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'''Starting hands'''
 
* You: 7 Coppers, 3 Estates
 
* You: 7 Coppers, 3 Estates
* Serf Agnes: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
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* 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 decks'''
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'''Starting hands'''
 
* You: 7 Coppers, 3 Estates
 
* You: 7 Coppers, 3 Estates
* Maiden Nicholaa: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
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* 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 decks'''
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'''Starting hands'''
 
* You: 7 Coppers, 3 Estates
 
* You: 7 Coppers, 3 Estates
* Sir Robert: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
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* 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 ===
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=== Game 5 vs. Serf Tilla ===
The economy slowly comes back to its balance, but you don't have time to celebrate it. Your militia has been busy hunting Simon Montfault, a skilled thief who was sighted traveling around the fishing villages. You are not sure, but you sense that his presence in your kingdom might be related to the new formula!
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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.
  
'''Starting decks'''
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Kingdom cards: Cellar, Moat, Village, Gardens, Militia, Moneylender, Thief, Festival, Market, Witch
* You: 7 Coppers, 3 Estates
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* Serf Tilla: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
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{{Kingdom|Militia|Moneylender|Thief|Festival|Market|Cellar|Mining Village|Watchtower|Conspirator|Gardens|imgwidth = 150|title = Serf Tilla}}
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=== Game 6 vs. Maiden Osanna ===
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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.
  
Note: playing Conspirator as your first Action in a turn does ''not'' give +1 Card/+1 Action, unlike if a Throne Room had actually been played first.
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Kingdom cards: Cellar, Village, Woodcutter, Workshop, Remodel, Spy, Thief, Laboratory, Library, Adventurer
  
=== Game 6 ===
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=== Game 7 vs. Squire Lyman ===
After you put a bounty of Montfault's head, the guild of adventurers has offered to catch him for you. Will these guys ever do something for free?
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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.
  
'''Starting decks'''
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Kingdom cards: Chapel, Chancellor, Workshop, Bureaucrat, Remodel, Smithy, Spy, Thief, Throne Room, Laboratory
* You: 7 Coppers, 3 Estates
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* Maiden Osanna: 3 Coppers, 1 Estate, 1 Duchy, 1 Province, 1 Silver, 3 Thieves
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{{Kingdom|Spy|Thief|Laboratory|Library|Adventurer|Cellar|Village|Woodcutter|Workshop|Remodel|imgwidth = 150|title = Maiden Osanna}}
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=== Game 7 ===
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=== Boss Game 8 vs Grandfather and Lady Vluerona ===
The thief was caught just in time! Your grandfater, King of Provilia, has decided to visit your land. He comes accompanied by his faithful chancellor, Lord Fairfax, and a group of pawns. As well as the usual caravan of peddlers that always follows a royal party.
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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.
  
'''Starting decks'''
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Kingdom cards: Cellar, Chapel, Moat, Workshop, Gardens, Remodel, Throne Room, Council Room, Library, Mine
* You: 7 Coppers, 3 Estates
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* Squire Lyman: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
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{{Kingdom|Spy|Thief|Throne Room|Laboratory|Peddler|Chapel|Pawn|Chancellor|Workshop|Caravan|imgwidth = 150|title = Squire Lyman}}
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=== Game 9 vs. Maiden Marie ===
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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!
  
=== Boss Game 8 ===
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Kingdom cards: Cellar, Chapel, Remodel, Smithy, Spy, Festival, Laboratory, Library, Market, Adventurer
Your opinionated grandfather has taken a new queen (remember that your grandmother is in jail for the murders of your parents). The visit suddenly leads to a detailed inspection of your kingdom, from gardens to libraries to chapels to mines, and even the palace moat! Are they looking for something?
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'''Starting decks'''
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=== Game 10 vs. Squire Quentin ===
* You: 7 Coppers, 3 Estates
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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.
* Grandfather: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
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* Lady Vluerona: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
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{{Kingdom|Remodel|Throne Room|Council Room|Library|Mine|Cellar|Chapel|Moat|Workshop|Gardens|imgwidth = 150|title = Grandfather}}
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Kingdom cards: Moat, Chancellor, Village, Bureaucrat, Gardens, Spy, Thief, Throne Room, Market, Mine
  
=== Game 9 ===
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=== Game 11 vs. Lady Felicia ===
A suspicion prowls around your mind like a ghost ship in the pre-dawn fog. Can it be that the thief, Simon Montfault, was working for your grandfather? Is he trying to put his hands on the formula for the potion of vigor?
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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.
  
'''Starting decks'''
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Kingdom cards: Cellar, Chancellor, Woodcutter, Feast, Gardens, Moneylender, Throne Room, Council Room, Festival, Witch
* You: 7 Coppers, 3 Estates
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* Maiden Marie: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
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{{Kingdom|Spy|Ghost Ship|Laboratory|Market|Adventurer|Chapel|Ironworks|Monument|Remodel|Smithy|imgwidth = 150|title = Maiden Marie}}
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=== Boss Game 12 vs. Witch Jezebel and Queen Vada ===
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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.
  
=== Game 10 ===
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Kingdom cards: Cellar, Chancellor, Village, Bureaucrat, Feast, Moneylender, Spy, Festival, Market, Adventurer
Loyal subjects claim they have seen the King of Provilia, your grandfather, holding secret meetings with his chancellor, Lord Fairfax, and a few of your bureaucrats in the royal gardens. You better keep him well spied upon!
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'''Starting decks'''
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=== Game 13 vs. Squire Wolfe ===
* You: 7 Coppers, 3 Estates
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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.
* Squire Quentin: 3 Bureaucrats, 3 Coppers, 1 Estate, 1 Duchy, 1 Province, 1 Silver
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{{Kingdom|Spy|Thief|Throne Room|Market|Mine|Moat|Chancellor|Village|Bureaucrat|Gardens|imgwidth = 150|title = Squire Quentin}}
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Kingdom cards: Cellar, Village, Workshop, Gardens, Militia, Remodel, Smithy, Spy, Market, Mine
  
=== Game 11 ===
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=== Game 14 vs. Lady Vluerona ===
You have organized a ball in the city in honor of your grandfather, the King of Provilia. After all, you need to keep up appearances. It is the perfect excuse to investigate what he is up to. Nothing like wine and women to loosen the tongue! Maybe he will even attend if you can pry him from the private harem he has assembled right under your private nose!
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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?
  
'''Starting decks'''
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Kingdom cards: Chapel, Village, Woodcutter, Workshop, Militia, Moneylender, Smithy, Market, Mine, Witch
* You: 7 Coppers, 3 Estates
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* Lady Felicia: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
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{{Kingdom|Moneylender|City|Council Room|Witch|Harem|Cellar|Smugglers|Woodcutter|Feast|Gardens|imgwidth = 150|title = Lady Felicia}}
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=== Game 15 vs. Gentleman Ashton ===
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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.
  
=== Boss Game 12 ===
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Kingdom cards: Moat, Village, Bureaucrat, Gardens, Thief, Council Room, Festival, Laboratory, Library, Adventurer
Lord Fairfax and some other King's men sneak into your throne room. Apparently, you're not the only one who has taken advantage of the feast to spy on enemies. Despite the treacherous guests, the ball is a success!
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'''Starting decks'''
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=== Boss Game 16 vs. Overlord Hogan IV, Lady Felicia and Gentleman Preston ===
* You: 7 Coppers, 3 Estates
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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.
* Witch Jezebel: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
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* Queen Vada: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
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{{Kingdom|Moneylender|Spy|Festival|Market|Adventurer|Cellar|Chancellor|Village|Bureaucrat|Feast|imgwidth = 150|title = Witch Jezebel Part III}}
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Kingdom cards: Cellar, Chapel, Moat, Gardens, Militia, Moneylender, Spy, Thief, Witch, Adventurer
  
=== Game 13 ===
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=== Game 17 vs. Lady Marigold ===
The militia remains alert! Your orders were to keep the bridges heavily guarded and to forge new armor in the smithy. If your grandfather plans to attack your kingdom, he won't find you off guard!
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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.
  
'''Starting decks'''
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Kingdom cards: Moat, Chancellor, Village, Woodcutter, Workshop, Feast, Remodel, Market, Mine, Witch
* You: 7 Coppers, 3 Estates
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* Squire Wolfe: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
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{{Kingdom|Militia|Remodel|Smithy|Mine|Grand Market|Cellar|Village|Workshop|Bridge|Island|imgwidth = 150|title = Squire Wolfe}}
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=== Game 18 vs. Gentleman Keaton ===
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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.
  
=== Game 14 ===
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Kingdom cards: Chancellor, Village, Workshop, Feast, Moneylender, Remodel, Throne Room, Festival, Laboratory, Witch
The situation becomes tense as the visit continues, and a rumor has come to your ears. Villagers are muttering in the markets and chapels that your grandfather's new wife is a witch. That would explain how he knows about the existence of the vigor potion formula!
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'''Starting decks'''
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=== Game 19 vs. Gentleman Preston ===
* You: 7 Coppers, 3 Estates
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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.
* Lady Vluerona: 3 Coppers, 1 Estate, 1 Duchy, 3 Militias, 1 Province, 1 Silver
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{{Kingdom|Moneylender|Smithy|Market|Mine|Witch|Chapel|Village|Woodcutter|Workshop|Militia|imgwidth = 150|title = Lady Vluerona}}
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Kingdom cards: Moat, Village, Woodcutter, Bureaucrat, Gardens, Moneylender, Remodel, Library, Market, Mine
  
=== Game 15 ===
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=== Boss Game 20 vs. Grandfather, Queen Vada and Overlord Hogan IV ===
It's time to end the formalities and face the truth! You confront your grandfather with your allegations, but he denies everything and leaves in a huff followed by his wife, his ambassadors and the rest of his court. After that swindler's extensive visit left you almost penniless, this is actually a relief!
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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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'''Starting decks'''
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* You: 7 Coppers, 3 Estates
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* Gentleman Ashton: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
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{{Kingdom|Thief|Council Room|Laboratory|Adventurer|Hoard|Moat|Ambassador|Swindler|Bureaucrat|Gardens|imgwidth = 150|title = Gentleman Ashton}}
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=== Boss Game 16 ===
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Apparently grandpa has changed his mind! Instead of leaving your kingdom, the duplicitous King of Provilia has decided to attack you. And he is not alone! His witch wife and militia have destroyed part of your defensive moat during their exodus.
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'''Starting decks'''
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* You: 7 Coppers, 3 Estates
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* Overlord Hogan IV: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
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* Lady Felicia: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
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{{Kingdom|Moneylender|Spy|Thief|Witch|Adventurer|Cellar|Chapel|Moat|Gardens|Militia|imgwidth = 150|title = Overlord Hogan IV Part II}}
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=== Game 17 ===
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Your new grandmother's witchy powers are strong! With very little effort she has managed to destroy the remainings of the moat. Your personal chancellor recommends that you upgrade your defenses as soon as possible.  Duh!
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'''Starting decks'''
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* You: 7 Coppers, 3 Estates
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* Lady Marigold: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
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{{Kingdom|Market|Mine|Upgrade|Venture|Witch|Hamlet|Moat|Chancellor|Workshop|Feast|imgwidth = 150|title = Lady Marigold}}
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=== Game 18 ===
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How can you stop the attack of a witch when you don't have any magical power? The answer is simple: you can't! Get the scholars working double time in the laboratories and workshops. Maybe they can find a solution!
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'''Starting decks'''
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* You: 7 Coppers, 3 Estates
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* Gentleman Keaton: 6 Coppers, 1 Estate, 1 Duchy, 1 Province, 1 Witch
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{{Kingdom|Remodel|Throne Room|Festival|Laboratory|Witch|Chancellor|Village|Workshop|Feast|Moneylender|imgwidth = 150|title = Gentleman Keaton}}
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=== Game 19 ===
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Never ask a scholar to do a mage's work! They accidentally transformed some nobles and villagers into pigs. But what you couldn't achieve with science, you could do with brutality. Hire a few goons to take care of the witches.
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'''Starting decks'''
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* You: 7 Coppers, 3 Estates
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* Gentleman Preston: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
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{{Kingdom|Remodel|Library|Mine|Goons|Nobles|Moat|Native Village|Woodcutter|Bureaucrat|Moneylender|imgwidth = 150|title = Gentleman Preston}}
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=== Final Boss Game ===
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[[File:BaseFinale.png|thumb|right|300px|Base Finale art]]
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You have decided to teach your grandfather and his wife a lesson. One they will never forget. No one threatens your kingdom and lives to tell!
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'''Starting decks'''
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* You: 7 Coppers, 3 Estates
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* Grandfather: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
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* Queen Vada: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
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{{Kingdom|Throne Room|Festival|Laboratory|Market|Mine|Cellar|Village|Woodcutter|Remodel|Spy|imgwidth = 150|title = Grandfather Part II}}
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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]]

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